Co-funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA).

"Play and Learn - A Journey into Space"

Institution
Primary School "Dr. Petar Beron" - village of Zhelyu Voivoda
Institution Typology
School
Country
Bulgaria
Stakeholders involved
Radka Georgieva-Gineva, teacher
Summary
The article presents a lesson from the innovative practice "IT Znayko" - "Playing and Learning - A Journey into Space"- implemented with students from grades 2, 3 and 4, whose mother tongue is different from Bulgarian. The goal is to arouse students' interest in Space, to develop their imagination and natural curiosity, as well as to stimulate their creativity, their ability to observe, to hypothesize and draw conclusions, to seek solutions, to make improvements and innovations and to develop their digital skills. In achieving the set goals, the STEAM approach and the innovative methods of "design thinking" and "learning through experience" are applied, through which the student learns actively: observes, explores, experiments, and explains, and not just memorizes and reproduces information.

CONTEXT AND OBJECTIVES

Problem addressed or learning needs
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.

Types of enhanced competences
1. Problem-Solving: Assembling a moon rover or constructing a rocket challenges students to think critically, a fundamental skill in coding.
2. Logical Thinking: The step-by-step process of solving electronic worksheets or navigating VR applications enhances logical reasoning, a core aspect of programming.
3. Creativity and Innovation: Designing planets and space-related illustrations using MS Paint encourages creative thinking, which is also key in developing unique coding solutions.
4. Technical Literacy: Engaging with VR applications and tablets fosters familiarity with technology, building a foundation for future coding endeavors.

METHODS, STRATEGIES AND TOOLS

Subjects involved
Humanities, Technologies\Engineering, Math, Natural Science, Arts

Duration and timeline of implementation
The topic is implemented in three consecutive lessons lasting 40 minutes each.

Strategies and activities
First lesson
April 12 is "Aviation and Cosmonautics Day" - students are provoked to ask questions and are imperceptibly involved in the topic of Space. A presentation is given about Space and the profession of pilot-cosmonaut, and the necessary concepts are introduced. Excited and familiar with the new terminology, the students set off on a journey into Space, putting themselves in the role of Space Explorers. Space is waiting to be explored by them!
Their first task is to assemble a moon rover from a computer puzzle, with varying degrees of difficulty, and to construct their own rocket with which to reach space objects.
They solve pre-prepared electronic worksheets to consolidate the new concepts.
Throughout the lesson, space music sounds as a background to enhance the effect and experience of the students.
Having completed the first task of their project, the little explorers move on to the second level of the expedition.
Second lesson
Having already built their space rockets, the students receive their mission through lots - an educational map with a 4D effect - Space, on which the student will carry out their expedition. They use tablets on which the Virtual Reality application has been downloaded in advance. Going on a real space journey and visiting incredible places in our galaxy, the students are in awe of what will be revealed to them. Exploring space objects as if they were at hand, they learn their structure, satellites and location in the Solar System. They can use a moon rover on the planet Mars to help them in their research mission!
Each student conducts their research and, once they are ready, presents to the group their discoveries about the planet they have landed on.
Third lesson
The students are faced with the final challenge of drawing their planet and themselves as pilot-astronauts. For this purpose, the MS Paint program is used. At the end of the lesson, the space drawings are presented, and a comprehensive overview of the Solar System from their point of view is made.
For the finale, the “Star Bouquet” competition game is played. This game requires 2 players. Five blue stars and five red stars are placed on the floor. The two students are blindfolded. More stars of different colors are added to the floor. They must collect as many stars of their color as possible. The assistants from each team have the right to shout “Take!”, “Don’t take!”.

Material Sources
Each student has a desktop computer in front of them and also has a tablet.
Educational cards with a 4D effect are used.
Students have the difficult task of assembling a moon rover from a computer puzzle and constructing spaceships from geometric shapes using the MS Paint program.

Methodology
Cooperative Learning, Learning By Doing

IMPACT AND RESULTS

Impact
n. of students involved - 30
n. of teachers involved - 1
n. of schools involved - 1

Observed Benefits
Students are expected to acquire knowledge and skills in each subject area, and more specifically:
1. Students to know the basic concepts related to Space;
2. Students to be able to select appropriate information and independently cope with assigned tasks;
3. Students to develop their imagination and fantasy;
4. Students to know and be able to create their own prototypes of a spaceship
5. Students to show interest in space, natural curiosity and creative potential;
6. Students to improve their ability to observe, hypothesize and draw conclusions;
7. Provoking their ability to seek solutions, make improvements and innovations,
8. Development of computer skills and their work with augmented reality.

Challenges Faced
● Encountered difficulties with the terminology used, but when it is presented more engagingly, students can overcome this challenge. By using it often, they try to remember the exact names of the planets and terms.
● The presentation in front of the group – the initial shyness and hesitation are replaced by excitement and encouragement from the audience, which encourages them.

LESSONS LEARNT AND RECOMMENDATIONS

Key Success Factors
With this STEAM approach, students learn actively by observing, exploring, experimenting, and explaining, rather than simply memorising and reproducing information.
Everything experienced during the lesson has an impact on the students. They become more curious, empathetic, supportive, and cooperative. They become more cohesive and caring towards each other.

Future Improvements
1. More Technology:
- Suggested Optimization- Includе coding exercises or interactive software that would help deepen students` engagement.
- Reason to Replicate: This will help students develop 21st-century skills and keep them involved in the learning process.

2. Interactive Activities:
- Suggested Optimization - Include a wider variety of tasks that blend physical activities (a moon rover assembly) with digital problem-solving (e.g., simulations or interactive experiments).
- Reason to Replicate: A mix of hands-on and digital learning appeals to diverse learning styles and fosters experiential learning.

3. Thematic Progression:
- Suggested Optimization - The storyline could be expanded with real-world applications or scenarios, e.g., space rescue missions or collaboration with other "space teams or even searching for alien forms of life.
- Reason to Replicate: Progressive structure and role-play make the learning experience immersive, building curiosity and understanding step by step.

4. Creative Expression:
- Suggested Optimization - Introduce additional tools or platforms for creativity, such as digital art programs, or allow students to create narratives about their missions.
- Reason to Replicate: Encouraging self-expression strengthens critical thinking.

5. Teamwork and Collaboration:
- Suggested Optimization - Incorporate more group challenges or projects, such as team-based coding exercises or collaborative research of Space.
- Reason to Replicate: Working in groups helps students further develop their interpersonal and communication skills.

6. Gamification:
- Suggested Optimization - Refine games like the “Star Bouquet” by adding levels, time limits, or varied objectives that match the learning outcomes. The physical game could be coded in Scratch
- Reason to Replicate: Gamification creates a fun, competitive environment that motivates students and reinforces learning outcomes.

7. Assessment and Feedback:
- Suggested optimization - Incorporating moments of reflection into lessons where students can assess their progress, such as tests or a reflective journal.
- Reason to Replicate: Frequent assessment will encourage self-awareness and will help educators fine-tune the learning experience.

Recommendations
1. The teacher could give students the freedom to design and build their own starships or space missions and what to explore. This will foster the decision-making process and the students' independence.
2. Use of a variety of tools: The educator can include storytelling, augmented reality (AR), and virtual lab experiments to provide richer learning experiences.
3. The teacher could also include more activities and link them with other topics like robotics or the environment.
4. Emphasis on group missions and collaborative work – fostering teamwork.
5. The teacher could also include some different monitoring and assessment tools – quizzes, tests
6. The teacher also could relate the lessons with a review of the world achievements in space exploration and the space programs in different countries.