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A database of good practices to teach humanities by combining the use of coding and STEAM to learning design applied to digital education
Limited engagement with cultural heritage among young people; need for tech-driven education.
Lack of inclusive tools and methodologies for STEAM in special education.
Lack of STEAM-based coding programs and teacher competencies in integrating these into the curriculum.
Lack of early coding education and interdisciplinary learning in primary school.
What specific learning needs (or problems) do the use of CODING aim to solve? The project addresses the growing disinterest in STEM subjects among students by using gaming and storytelling to increase motivation and engagement. Coding is used to create interactive learning scenarios that encourage exploration, collaboration, and problem-solving. The educational goals include: • Cognitive learning: through logic, strategy, and scientific reasoning in game-based tasks. • Metacognitive learning: students reflect on their learning process and problem-solving strategies. • Collaborative learning: the game promotes teamwork and ...
STEM framework Science The sciences that are included are: Home studies Mathematics The following lesson units are included from the subject Mathematics: "Unknown sum", "Addition and subtraction of numbers up to 100 without passing", "Table multiplication and division", "Text problems", "Geometric figures" Students consolidate knowledge of finding an unknown sum. They recognize the order of units and the order of tens in two-digit numbers. They find the sum and difference. They perform table multiplication and division using the relationship between the two mathematical operations. They solve text problems of different types. The ...
With the help of this STEM experiment, students will learn: ● To implement a project in a team, using technical skills to make the structure; ● To form creative skills and creative thinking at work; ● To cultivate a positive attitude towards technology and its role in people's lives; ● To participate in practical activities that enrich students' learning.
What specific learning needs (or problems) do the use of CODING aim to solve? Indicate which educational goals are pursued by the analysed best practice by referring, if possible, to the different types of learning: cognitive, metacognitive, collaborative, etc., describing them. 1. Need for Active, Engaging Learning 2. Bridging Theoretical and Practical Knowledge 3. Development of 21st-Century Skills 4. Individualized Learning Paths
To help the students understand independently how the important organs of the human body work as well as to more clearly understand their significance and the role they play.
The goal of the lesson is to spark students' interest in Space, to expand their ideas about the pilot-cosmonaut profession, to develop their imagination and natural curiosity, as well as to stimulate their creativity; their ability to observe, hypothesize and draw conclusions; to seek solutions, make improvements and innovations, and to develop their digital skills.