In an increasingly technical and specialized world, the need of a scientific and technologically literate citizenship has never been greater. Understanding the principles underlying scientific and technological knowledge and the practices and processes related to it is crucial to critical thinking and active collaboration in the problems of today’s society. Nevertheless, numerous reports warn about the incapacity of the educational system to offer quality scientific and technological education able to respond to such demands. (European Commission, 2015; OECD, 2005, 2006; Osborne y Dillon, 2008;UNESCO, 2008).
As a result, the European Union elaborates the report «Science education for a responsible citizenship» (UE, 2015) emphasising the need to teach sciences from a multidisciplinary STEM approach (Science, Technology, Engineering and Mathematics) that can contribute to our understanding and knowledge of problem solving as well as to guarantee equal opportunities for all students to excel at science learning.
On completion of this course participants will be able to:
- Verify and develop their pedagogical and communication skills.
- Improve the perspectives and development opportunities of each student.
- Give possibility to attract students more by presenting topic in a more interesting and appealing way.
- Increase motivation for professional development.
- Reach even the most demanding students in an easier way.
- Manage feelings and conflicts by focusing on solutions.
- Cooperate with teachers as well as with students and parents.
- Promote group work and long-term projects to provoke changes which will allow to take off unnecessary burden off the shoulders of the educational staff and exert greater impact on the learning process and more satisfying and stimulating climate of coexistence in the school context.
- DAY 1: Science and technology
What does STEAM education mean?
Why is it necessary to talk about robotics and programming in a STEAM classroom?
Which software and materials can we use in our projects?
How to create a STEAM project based on a curricular science topic.
Example 1: The Human Body (basic Scratch game)
Example 2: Water cycle (Experimentation)
- DAY 2: Engineering
How to create a STEAM project based on a curricular science and technology topic.
Example 1: Simple machines (Experimentation)
Example 2: Microbit Robotics (Automated sun-powered light)
- DAY 3: Arts
Why including arts as a STEAM field? Basic fundamentals.
How to create a STEAM project based on a curricular arts topic.
Example 1: Musical Tubes (Physics and music)
Example 2: Comics with block constructions (Lego)
Other interesting projects: Minecraft Education History of Architecture and Stop Motion with construction blocks (Lego)
- DAY 4: Mathematics
How to create a STEAM project based on a curricular mathematics topic.
Example 1: Coordinates axis. (Scratch)
Example 2: Quantification (ScracthJr)
- DAY 5: My own STEAM project
Participants will choose a curricular topic of any subject and design a project to implement in their classroom based on the STEAM methodology.
Project presentation and evaluation.
Hading in Training Certificates.
The motto of this course is “Learning by Doing”.
We will make a tour through all the fields forming STEAM education and we will develop several multidisciplinary projects in relation to specific fields.
At the end of the course, participants will have created their own STEAM project based on a curricular subject and using the necessary programming tools and/or game.
The skills acquired by the participants can be useful for:
- Promoting the use of programmes to create stories, games and activities in an intuitive way.
- Providing students with knowledge that will help them later during their careers.
- Designing a modern classroom that meets present and future needs.
- Enhancing students’ critical and transversal thinking, achieving a meaningful learning that will enable them to solve problems inside and outside the classroom.
- Educating more competitive citizens for the present and the future in an organic way, enhancing their interest towards STEAM fields.
- Making students participate in their own education, turning them into active participants in their learning, leaving behind the old passive methodologies based on listening, reading and learning by heart.
- Providing a wider vision on new technologies and ICT, turning students into creators, not mere consumers.
- Assisting in the research of new ICT educational tools, even in their invention.
22.08.2022 > 26.08.2022
19.09.2022 > 23.09.2022
21.11.2022 > 25.11.2022
12.12.2022 > 16.12.2022
06.02.2023 > 10.02.2023
06.03.2023 > 10.03.2023
08.05.2023 > 12.05.2023
05.06.2023 > 09.06.2023
07.08.2023 > 11.08.2023
04.09.2023 > 08.09.2023
06.11.2023 > 10.11.2023
04.12.2023 > 08.12.2023
22.08.2022 > 26.08.2022
10.10.2022 > 14.10.2022
05.12.2022 > 09.12.2022
16.01.2023 > 20.01.2023
13.03.2023 > 17.03.2023
17.04.2023 > 21.04.2023
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17.07.2023 > 21.07.2023
18.09.2023 > 22.09.2023
23.10.2023 > 27.10.2023
18.12.2023 > 22.12.2023
- Pre-arrival information.
- Tuition & training materials.
- Coffee break.
- Training Certificate.
- Europass Certificate.
- Admin & organizational costs.
- Accommodation (hotels & self-catering apartments).
- Half-day and one-day trips.
- Cultural activities.
- Airport transfer.
- Local transport.