Introduction to the STEAM-H PROJECT
This training program is a product of Steam-H, an Erasmus + KA2 innovation development project co-funded by the European Commission. Eight partners from four different countries, Italy, Germany, Spain and Ireland, have developed the following training program.
It is designed to be delivered by a trainer/collective of trainers with experience in STEAM education and approaches, but to engage primary teachers with little or no experience in the area. The program consists of approx 28-36 hours of interaction, instruction, activity and discussion.
The purpose is to encourage teachers to understand STEAM education, to try a variety of STEAM approaches, to further their own education and training in this area, and to share and encourage other primary teachers and educators to engage.
Module 1 provides a definition of STEAM as an educational approach; focuses on using STEAM approaches and methodologies within the context of the Primary classroom; describes links with maker culture; and explores the positive impact of inclusive STEAM activities on different groups.
Module 2 explores three key aspects of effective STEAM activities for schools: the preferential use of active/participatory teaching methods; working in interdisciplinary contexts; and planning STEAM activities using simple tools to meet the need for a transformation in education.
Module 3 focuses on inclusion and how the STEAM learning approach can help, especially in cross-disciplinary experiential learning contexts. It differentiates the learning in ways that are highly individualised, foster creative thinking and innovative practice with course content, and create an environment that is inclusive and equitable.
Module 4 provides guidance for teachers and educators new to the approach on choosing, and matching STEAM activities that are desirable, feasible and viable in terms of space and place, with the technological capacities of the teacher, students, and school facilities.
Module 5 goes even further in supporting the integration of high-tech activities, such as those used in Maker Spaces and FabLabs, into lessons in primary schools, such as 3D modelling and 3D printing, electronics and soldering, stop motion films and coding.
Finally, Module 6 is a collection of case studies, presenting different types of STEAM activities and situations, and showing the impacts of STEAM lessons on students' learning.
All learning modules have the same structure: Brief introduction to the subject / Total duration of the module / Possible learning outcomes / Overview of the proposed activities / Specification of the materials and equipment required / Steps to implement them in the classroom.
In addition, printable handouts are available that are linked to the suggested steps, as well as some additional resources.
We also encourage you to read all of the other results from STEAM-H such as the IO1 Competency Map, IO2 Open Educational Resources, and IO4 Handbook for more information and tools for incorporating STEAM into your lessons.