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Low-tech, High-impact - STEAM Club output

Marta Tybura

Created on August 21, 2024

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Innovative STEAM Education Club

Low-tech, High impact

How to make a start with meaningful STEAM at school ?

Collection of inspirational practices and ready-to-use resources for educators shared by members of the ETF "Innovative STEAM Education" Club.

start

Online interactive collection of STEAM scenarios & tools © 2024 by European Training Foundation is licensed under CC BY-SA 4.0

Browse the content & Find out more about key STEAM approach elements

Foster 21st century skills

Roadmap to START

Solve real-world problems

About the Club

Set STEAM vision

Use project-based learning

Support cross-disciplinarity

Use digital technology

Add your practice

team

contributors

Roadmap of the document

START with the Roadmap

It aims:

This document presents....

To inspire everyone who is engaged in STEAM or who is seeking for guidance in STEAM application. To that end, it concentrates on six dimensions (result of a brainstorming session withe Club Members).

A set of supporting materials, tools, refernces and practices in STEAM. All included resources are co-created and shared by the members of the Club. You will find examples of: - ready-to-use tools & learning scenarios, - real-life STEAM application, - inspirational talks about STEAM vision, * It is not an exhaustive guide to STEAM. Take it as an inspiration. Explore - Discover - Create!

It is for:

All who aim to mainstream innovative practices in education, especially those trying to figure out how to implement STEAM:

  • Teachers and education staff in formal and non-formal education who wish to introduce a holistic and integrated dimension to their lessons and activities.
  • Heads of school who wish to understand the value of integrated STEAM teaching for teachers and students and how they can facilitate its implementation in their schools.

This document is done by the Community of Practitioners...

Members of the ETF New Learning Club "Innovative STEAM Education" - a thematic group of peers, created (in 2024) inside the Community of Innovative Educators.

START with the Roadmap

This collection IS and ISN'T

it responds to current challenges and looks for innovative solutions

inspiration

the unique way to implement STEAM

customisable - users can also add context-specific practice

IMPLEMENT

IDEATE

one-size-fits-all solution

is not an exhaustive list of resources

oriented towards innovation through the interconnected STEAM components

selective - it includes STEAM domains that are new or are receiving increased attention

About the Club

Introduction to the ETF New Learning Club

Innovative STEAM Education

About the Club

About the Club: Innovative STEAM Education

May, July, September

Ongoing

November 2024

April 2024

Next

Preparatory Phase & Launch of the Club

Promotion of the Club by Members at intentational events

Public webinar & presentation of the result

Operational meetings with Club Members

Co-creation and Networking

Read more on OpenSpace: New Learning Club on “Innovative STEAM education”

Club in numbers

idea

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147

idea

active members of the Club

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20

idea

inspiring practices from 12 countries

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15

hours of co-creation

About the Club

Learning in a community of practice is not merely the transfer or sharing of knowledge from someone who knows to someone who doesn’t, but an ongoing cycle by which community members generate ideas that they try in practice: they learn further by reflecting on how well their ideas worked—or not.

The stories they tell each other about how they tried something out and what happened as a result are a key learning resource for other members of the community. Do you agree?

Set STEAM vision

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STEAM at school cannot be “initiated” by one single teacher. STEAM should always be teamwork at each level, precisely because of its interdisciplinary cohesion. The team of STEM teachers outlines a learning pathway for itself in cooperation with STEM professionals. Current themes, innovation and a forward-looking vision are key in this.

idea

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Inspired by STEM Framework for Flemish Schools

Set STEAM vision

Meaningful STEM education. Transition from traditional, subject based, linear knowledge-oriented teaching to a STEAM integrated approach

Jo Desutter sharing goodpractice from Katholiek Onderwijs Vlaanderen

Takeaway Message - Key elements of Systematic CHANGE:

To adopt the innovation - teachers need to be systematically involved in co-creating pedagogical practices around STEAM.

Teachers need time to learn to enact new practices, to understand the effect for the students and to learn from own experiences.

Set STEAM vision

EDUSIMSTEAM: fostering STEAM Education in Schools

  • How to integrate STEAM programs into the curriculum?
  • How to motivate students (parents) in STEAM education?
  • What pedagogical approaches are to be adopted?
  • How to reorganize teaching and learning practice?
  • How to design classroom materials?
  • How to assess STEAM skills and competencies?

Guide for Teachers in STEAM scenario development

Result of an EU project coordinated by Republic of Türkiye, Ministry of National Education – General Directorate of Innovation and Educational Technologies (MoNE DGIET)

shared by Serpil Çürük

Set STEAM vision

STE(A)M teaching

What are the pedagogical approaches that promoteSTEM integration?

Framework for integrated STEM teaching offering knowledge and theory, resources, and guidance to support the endeavour of revolutionising STEM teaching for the 21st century.

Framework & other resources

Result of an EU project coordinated by European Schoolnet (Belgium) in partnership with Istituto Nazionale di Documentazione, Innovazione e Ricerca Educativa (INDIRE) (Italy), Università Telematica degli Studi IUL (Italy), Ministry Of Science And Education Of The Republic Of Croatia (Croatia), Ministério da Educação – Direção-Geral da Educação (DGE) (Portugal) and University Of Cyprus

shared by Jessica Niewint-Gori, INDIRE

Set STEAM vision

FullSteamAhead

WHY is de-gendering of STEM necessary in education?

Training platform for teachers in secondary education. Here you can find material, in-class application pathways and tools for teaching STEAM.

Click to explore the PLATFORM

Click to explore the Handbook for teachers: Integrated STEAM teaching

FULL STEAM AHEAD, “De-gendering STEM through STE(A)M and creative thinking in secondary education” is an ERASMUS+ KA2 (Project number 2021-1-HR01-KA220- SCH-000027733).

shared by Marta Tybura, STEPS

Use digital technology

Learning scenario

Write a title here

From Physical to Digital – Curating a Virtual Exhibition

METHODOLOGY: Project-based learning CROSS-CURRICULAR: Visual Arts, Science, History, Computer Science

+ info

The Moraitis School, Athens, Greece

Use digital technology

Inspiring practice

Game development and learning assessment. Learn from Hedia about the impact of the game-creation process on students’ learning.

Hedia Mhiri Sellami

The effectiveness of the game: when it is well designed, It can promote learning while engaging players.

Use digital technology

Inspiring practice

Nino Chipashvili

Example of a STEAM Club in Georgia Students work on projects where they integrate the knowledge acquired in different subjects. Within the club, they learn 2D and 3D modeling, key elements of programming & develop 21st century skills.

Facebook page of the Club

Nino is the leader of the STEAM club, created with the support of school management. "We think of strengthening STEAM education, as the learning process with the use of technology becomes easier and more fun".

Solve real-world problems

Inspiring practice

Zebo Isakova

STEAM Interactive Lab Spaces (SILS) as interactive laboratories within schools that allow students to engage directly with real-world STEAM challenges.

IDLP stands out due to interactive learning environment that goes beyond conventional teaching methods.

Solve real-world problems

Practice & Tools

Take an inspiration from the practice of Saeda.Explore digital tools that can be effectively used in STEAM education to develop 21st-century skills like critical thinking, creativity, communication, and collaboration.

How to engage students in project based learning , where they design a prototype of a solution to a real world problems?

METHODOLOGY: problem and project-based learning

Practice shared by Saeda Abu Halaweh

Solve real-world problems

Learning scenario

Making a model to explain the pollination process using materials considered unnecessary

METHODOLOGY: problem and project-based learningCROSS-CURRICULAR: Technology, Fine arts, Biology

Practice shared by Gunel Mustafayeva

Foster 21st century skills

Learning scenario

Encourage development of self-knowledge and self-expression skills through making zines about women in science

METHODOLOGY: inquiry, group work CROSS-CURRICULAR: Literature, English language, Music, History

Practice shared by Ekonomska škola “Braća Radić”, Croatia

Foster 21st century skills

Good practice on STEAM as Inclusive Education

Fostering Interculcural Communication & awareness

STEM Stands Together is an initiative that focuses on students from different cultures and language backgrounds breaking communication barriers using the STEM approach as a common language.

Practice shared by Selçuk Yusuf ARSLAN

Use project-based learning

Learning scenario

Planning STEAM lessons with available minimal resources

METHODOLOGY: problem and project-based learning, Design Thinking CROSS-CURRICULAR: Physics, Biology, Chemistry, Mathematics, Geography

Practice shared by Mamuka Apakidze

Use project-based learning

Learning scenario

Write a title here

Bring The Sea into our School

METHODOLOGY: Project-based learning; Outdoor Education; Game Based Learning & Gamification CROSS-CURRICULAR: Physics, Geography, Biology, Technology

+ info

Gunel Mustafayeva

Use project-based learning

Learning scenario

Write a title here

Renewable Life

METHODOLOGY: Project-based learning CROSS-CURRICULAR: Physics, Technology

+ info

Gülcan Parlamış

Use project-based learning

Learning scenario

Write a title here

Reduce, reuse, recycle - things that you can do to help the planet

METHODOLOGY: Project-based learning CROSS-CURRICULAR: Biology, Ecology, Technology

+ info

Guler Bayramova

Support cross-disciplinarity

Inspiring practice:

Eco-STEAM Outdoor Learning Environments (Eco-STEAM OLE)

An example of how to teach STEAM across the curriculum (combining two or more STEAM subjects into a joint learning experience).

Innovative elements:
  • Eco-STEAM OLEs are innovative because they transform natural ecosystems into living laboratories.
  • It integrates hands-on, experiential learning with traditional classroom instruction.
  • It allows students to engage directly with their environment, applying STEAM principles to solve real-world environmental challenges

shared by Zebo Isakova

Support cross-disciplinarity

Inspiring practice

Shared by Medea Abramishvili

STEAM!t Explore. Discover. Create

An example of practical introduction of STEAM in Georgia with application of STEM/STEAM kits produced by "STEAMit." The authors believe that a STEAM kit should adhere to key STEAM teaching principles, which encompass motivating students to consider the practical uses of the product, incorporating an engineering design, centering on real-world issues, cultivating both technical and interpersonal skills, integrating various disciplines, supporting STEAM careers.

Introduction of STEAM as a mandatory subject at a private school in Georgia was a collaborative endeavor.

Support cross-disciplinarity

educational resources

Educational material related to AI, within authentic STEM contexts

TOPICS: AI and Climate Change, Social Robotics, Language Technology, AI in the Arts, AI in Agriculture and Horticulture, and AI in Healthcare.

METHODOLOGY: problem and project-based learning

Practice shared by Natacha Gesquiere

Add practice

Share your practice with the Community

Click HERE to share your practcie

Eligible practices will be included in the ETF database and will be promoted through the community activities. All proponents of eligible practices will be awarded with an Open Badge as "ETF Community Pioneer".

Thanks

Contributors

Many thanks!

ETF works with 28 partner countries, mostly in the context of the EU's enlargement and neighbourhood policies.

Team

Content Leaders

Merab Labadze

Medea Abramishvili

Monitoring: ETF

Fabio Nascimbeni

Ermina Martini

Content Design&Facilitation: STEPS

Roberto Righi

Marta Tybura

Ideated & designed by:STEPS for ETF "Innovative STEAM Education" Club

for your contribution

Thanks

Online interactive collection of STEAM scenarios & tools © 2024 by European Training Foundation is licensed under CC BY-SA 4.0

Role of the Club

The New Learning Club is ideated as a space to grow and inspire STEAM practitioners.

Aim of the collection

Innovative STEAM Education

This booklet provides direction for teachers/educators who want to make a start with STEAM at school and in the classroom. What is presented here is intended to capture the core of STEAM. We wish you great success and joy in using it.

Learning scenario

Renewable Life

How to bring solar energy and construct a water tank in our houses? Know more: HERE

Learning scenario

Resources available on ETF Open Space platform

Find HERE the detailed LESSON PLAN Step 1 – The Idea – Duration 25 min Step 2 – Activity - Create a Mock Museum Blueprint – 25 min Step 3 – Activity - Build a Mock Museum – 40 min Step 4 – From Physical to Digital – Let’s Visit a Digital Museum – 40 min Step 5 – Activity - Design a Digital Museum - Learn how to use 3D design software – Duration 120 min Step 6 – Activity - Design a Digital Museum – Spatial – Duration 40 min Step 7 – Explore – Duration 40 min

  • Generate experiences with your content.