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 STEAM approach (Science, Technology, Engineering, Arts 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. STEAM Education implies:
1. Responding to economic challenges present in all nations,
2. Identifying the evolving needs of workers towards a more flexible knowledge and new skills
to adjust to today’s work and social requirements, and
3. Emphasizing the need to resolve technological and environmental problems through
scientific education of students. (Bybee, 2013; NRC, 2014, EU, 2015).
That is, STEAM education is a model aimed to collaborate with promote and improve the study of the different disciplines its name stands for, specially focusing on their relevance and social responsibilities.
STEAM education guarantees the transversal aspects of education in order to achieve a greater contextualization and significant learning.
The motto of this course is “Learning by Doing” The approach will be mainly experiential.
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.
By completing this course, participants will be able to:
1. Creating transversal projects on a STEAM frame.
2. Managing programming software.
3. Knowing programming language by areas.
4. Implementing computer programmes and games with an educational value.
5. Improving their digital competences and skills.
6. Meeting EU objectives on the STEAM different fields.
7. Contributing to technological literacy of the citizenship.
8. Using creativity to gamify the classroom and motivate students.
9. Creating a participative classroom environment, as well as an atmosphere of collaboration and teamwork.
How can the acquired skills be applied in your work?
The skills gained during the course will be used for:
1. Promoting the use of programmes to create stories, games and activities in an intuitive way.
2. Providing students with knowledge that will help them later during their careers.
3. Designing a modern classroom that meets present and future needs.
4. Enhancing students’ critical and transversal thinking, achieving a meaningful learning that will enable them to solve problems inside and outside the classroom.
5. Educating more competitive citizens for the present and the future in an organic way, enhancing their interest towards STEAM fields.
6. 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.
7. Providing a wider vision on new technologies and ICT, turning students into creators, not mere consumers.
8. Assisting in the research of new ICT educational tools, even in their invention.