Innovative Pedagogical Practices: STEAM Education
Innovative Pedagogical Practices: STEAM Education
Target Participants
Teachers (Pre-school, primary, secondary, vocational, adult, special needs), Teacher educators, headteachers/principals/managers of schools/organisations.
General Description
The need to form qualified human capital in STEM areas has become important for countries to remain economically competitive and to be able to respond to global challenges. According to authors and experts, in addition to qualified professionals, it is also necessary for all citizens to have STEM literacy that provides them with skills and competencies to learn and deal with everyday life, which is increasingly dependent on technology and information.
The citizens of the future will have to learn to communicate ideas, work in teams, be autonomous, creative and socially responsible.
STEM Education is understood as an educational approach that promotes the development of skills in students in an integrated and humanistic way. It allows students to learn in a more meaningful way in a transdisciplinary perspective of the educational curriculum, associating learning with everyday life. Thus, it improves the skills needed for life, skills that include adaptability, cooperation, creativity, responsibility, digital and scientific literacy, social and ecological awareness, an open mind to past and future problems.
Currently, schools have made a financial and human effort to promote this greater transdisciplinary teaching, one that is more focused on the development of 21st century skills. However, teachers feel the lack of tools and activities so that their students can integrate scientific contents in a more transdisciplinary and meaningful way.
Methodology
Active, collaborative and participative approach;
Learning by doing (field work);
Peer and group work.
This course aims to respond to the need for knowledge of more complete multidisciplinary learning activities and the acquisition of 21st century skills, using a pedagogical approach according to the BSCS 5E model, in an integrated STEM perspective.
In this course, participants will gain a practical understanding of what STEM is and how it differs from STEAM.
Participants will explore STEAM-style exercises collaboratively, exploring digital tools for microprocessor programming (Micro:bit/Arduino) and sensors for the development of learning activities that promote active and innovative learning.
At the end of this course, participants will have developed their own strategies and activities to be incorporated into future planning of their didactic-pedagogical activities, while promoting the development of skills in STEAM Education.
Learning Outcomes
As a general aim, it is intended to help teachers to achieve a set of knowledge and processes that allow them to enhance the implementation of innovative strategies, such as the STEAM approach, in their respective educational communities.
As specific aims, we intend to help teachers to:
• Promote and encourage access to innovative scientific practices, namely the STEAM approach;
• Discover attractive, innovative and quality pedagogical practices, centered around the student;
• Promote activities that promote creativity and think 'outside the box';
• Develop scientific, technological and digital literacy;
• Develop computational thinking;
• Collaborate in different communicative contexts, in an appropriate and safe way, using analogue and digital tools based on the rules of conduct specific to each environment;
• Plan activities where a teacher's students can integrate scientific content in a more transdisciplinary and meaningful way.
Schedule of Activities*
Day 1 – Course introduction & STEAM education
Course introduction;
Introduction to the course, the school, and the external week activities;
Icebreaker activities;
Presentations of the participants’ schools;
Introduction to STEAM education as an innovative pedagogical activity.
Day 2 – The role of ICT in active methodologies. Theory and tools.
Recognise the importance of ICT as work tools in active methodologies;
Individual and group practical activities;
Practical exercises, Genially, Padlet, Learning Apps, creating, sharing and gamification;
Case presentations.
Day 3 – STEAM education: Practical activities
Practical exercises, Mobilising programming in STEAM Education.
Day 4 – Individual and group work
Individual and group practical activities: Preparing a STE(A)M activity.
Day 5 – Individual and group work
Individual and group practical activities: Ending the STEAM activity.
Day 6 – Course closure and cultural activities
Course evaluation, summary of the activities developed, feedback and discussion about the work developed during the week;
Awarding of the course's Certificate of Attendance;
Outing and other external cultural activities.
Certification
The course participants will get a Certificate of Attendance.
The competencies acquired will be validated by the course organisers on the Europass mobility. In this case, each participant must create the Europass in advance and take it to the course.
Course fee and conditions
The course fee is € 480, which includes a cultural visit.
Participants should pay the complete course fee to the organisers until 2 months before the course starts.
Cancellation by the participant between 6 and 3 weeks before the course results in a cancellation fee of € 150. Cancellation by the participant, later 3 weeks before the course results in a cancellation fee of € 250.
If the organisers cancel the course, they reimburse the total amount paid to the beneficiary.
Some clarifications about how the courses work.
• Participants must attend at least 80% of the course to receive a Certificate of Attendance at the end of the course;
• *Sessions preferably take place in the morning, and two sessions in the afternoon, however, the schedule may take place mostly in the afternoon, depending on requests from participants and trainers. The final schedule will be sent 2 weeks before the course.
• Cultural activities will depend on the time of year in which they take place and may be subject to sudden changes due to weather conditions or availability.
• Trainees should bring their own laptop and preferably the respective hotspot.