Problem addressed or learning needs
Lack of STEAM-based coding programs and teacher competencies in integrating these into the curriculum.
Types of enhanced competences
Digital literacy, creativity, collaboration, critical thinking
Subjects involved
Humanities, Technologies\Engineering, Math, Foreign Languages, Arts
Duration and timeline of implementation
24-month Erasmus+ project with workshops, exhibitions, and short-term exchanges.
Strategies and activities
STEAM-based coding activities, teacher training, student exhibitions, international school exchanges
Material Sources
Coding software, STEAM education kits, computers, multimedia tools.
Methodology
Team Work, Cooperative Learning, Storytelling, Peer Tutoring, Learning By Doing, Case Studies, Technology-Enhanced Active Learning (Teal), Debate
Impact
2,437 students, 136 teachers, several schools in 5 countries.
Observed Benefits
Improved student engagement, teacher competencies, and intercultural awareness.
Challenges Faced
Unequal access to technology and the need for continuous teacher training.
Key Success Factors
Strong international collaboration, comprehensive training, interdisciplinary approach.
Future Improvements
Expand to more schools and secure better funding for tools and tech.
Recommendations
Integrate STEAM coding in curricula, ensure continuous teacher development, promote cross-country collaborations.