STEAM-BOX: Courses, Tools, Resources for Teachers (STEAM-BOX)
Main funder
Funder's project number: 2020-1-HU01-KA201-078743
Funds granted by main funder (€)
- 65 260,00
Funding program
Project timetable
Project start date: 01/09/2020
Project end date: 31/08/2023
Summary
Transdisciplinary integration of STEAM fields in the learning process is an emerging concept. This growing phenomenon took its part in many educational policy reports, includes new skills and key competencies that needed to have in the knowledge century. Although recent study highlights the need for integration, there is still a gap in the field of implementation. Relevant literature indicates that to transfer the theory into practice 1) knowledge, skills, and experience of teachers 2) infrastructure, platforms, and tools, 3) educational resources are some of the most important factors in the integration process. In this project, four intellectual outputs and three multiplier events are planned to serve these factors. The target group will be teachers, prospective teachers and in some cases students.
The first intellectual output (IO) is a gamified e-learning platform which will be evolved out of GeoGebra. GeoGebra is a free open-source mathematical software which was designed to combine algebra, geometry, calculus, statistics and more recently support to STEM subjects in a single, integrated system. It has also a platform to share open educational materials (OER). In IO1, game elements will be embedded to the GeoGebra platform to disseminate it within teachers from different fields and increase the usage of registered users through gamification. In this IO, the power of gamification for increasing the motivation, engagement, enjoyment, and participation will be used. The gamification design will be grounded on two different comprehensive researches which will be conducted during the project.
With IO3, OER about STEAM will be developed via GeoGebra software and published in GeoGebra platform. In addition to these interactive materials, hands-on materials will be created for the ones whose technology access is limited. In this way, GeoGebra will serve as a hub for transdisciplinary studies within teachers and a source for students.
IO2 will be an open online course (OOC) about STEAM education. This output will lead by JYU and supported by JKU on STEM research and HU on online learning strategies. The powerful part of the course will be handling the subject from various aspects and providing the opportunity for teachers to develop their own STEAM project ideas and educational materials.
The last IO will be an e-book on STEAM education. In collaboration with researchers, teachers and practitioners chapters will capture STEAM research results as well as good practices of integrating disciplines and related pedagogies in and out of schools. The target audience of the book will also be researchers, teachers, policymakers and any practitioners aiming to enhance STEAM education.
As can be seen, IOs serve the factors mentioned in the integration literature. IO1 provides teachers and students a tool and a platform for STEAM education. IO2 contributes to the professional development of teachers in STEAM education. IO3 provides educational resources for both teachers and students. In addition, IO3 does not only include digital materials but also can be used in situations where technology usage is limited. IO4 is both a handbook for teachers and a qualified resource that combines theory and practice for researchers and teacher trainers.
The multiplier events of the project are actually learning-teaching-training activities. One of the events organized in each partner country will be a conference, the other one will be a series of STEAM workshops with the participation of teachers and students. The last one will be an event that targets academics as well as teachers who focus on the integration of arts into STEM education. In this context, it is possible to say that multiplier events serve as an output to the project. Events will be as qualified as the outputs and because of planning them as learning-teaching-training activities there won’t be a limit for the participants, they all will be open.
The project stands out with its openness and the choice of its partners. All IOs are open and sustainable under the guarantee of a strong brand with 18 years of history, such as GeoGebra. It is possible to say that the consortium was established with a real strategic partnership. HU Department of Computer Education and Instructional Technology is specialized in gamification, online learning, educational resources, and ICT integration into education. GGB is the technical force behind GeoGebra and the JKU Department of STEM Education carries out research on both STEM education and GeoGebra. JYU works especially for the integration of arts into STEM and specialized to train students and teachers through experience. PEKSA is experienced and has a wide teacher network for European level dissemination activities.
The first intellectual output (IO) is a gamified e-learning platform which will be evolved out of GeoGebra. GeoGebra is a free open-source mathematical software which was designed to combine algebra, geometry, calculus, statistics and more recently support to STEM subjects in a single, integrated system. It has also a platform to share open educational materials (OER). In IO1, game elements will be embedded to the GeoGebra platform to disseminate it within teachers from different fields and increase the usage of registered users through gamification. In this IO, the power of gamification for increasing the motivation, engagement, enjoyment, and participation will be used. The gamification design will be grounded on two different comprehensive researches which will be conducted during the project.
With IO3, OER about STEAM will be developed via GeoGebra software and published in GeoGebra platform. In addition to these interactive materials, hands-on materials will be created for the ones whose technology access is limited. In this way, GeoGebra will serve as a hub for transdisciplinary studies within teachers and a source for students.
IO2 will be an open online course (OOC) about STEAM education. This output will lead by JYU and supported by JKU on STEM research and HU on online learning strategies. The powerful part of the course will be handling the subject from various aspects and providing the opportunity for teachers to develop their own STEAM project ideas and educational materials.
The last IO will be an e-book on STEAM education. In collaboration with researchers, teachers and practitioners chapters will capture STEAM research results as well as good practices of integrating disciplines and related pedagogies in and out of schools. The target audience of the book will also be researchers, teachers, policymakers and any practitioners aiming to enhance STEAM education.
As can be seen, IOs serve the factors mentioned in the integration literature. IO1 provides teachers and students a tool and a platform for STEAM education. IO2 contributes to the professional development of teachers in STEAM education. IO3 provides educational resources for both teachers and students. In addition, IO3 does not only include digital materials but also can be used in situations where technology usage is limited. IO4 is both a handbook for teachers and a qualified resource that combines theory and practice for researchers and teacher trainers.
The multiplier events of the project are actually learning-teaching-training activities. One of the events organized in each partner country will be a conference, the other one will be a series of STEAM workshops with the participation of teachers and students. The last one will be an event that targets academics as well as teachers who focus on the integration of arts into STEM education. In this context, it is possible to say that multiplier events serve as an output to the project. Events will be as qualified as the outputs and because of planning them as learning-teaching-training activities there won’t be a limit for the participants, they all will be open.
The project stands out with its openness and the choice of its partners. All IOs are open and sustainable under the guarantee of a strong brand with 18 years of history, such as GeoGebra. It is possible to say that the consortium was established with a real strategic partnership. HU Department of Computer Education and Instructional Technology is specialized in gamification, online learning, educational resources, and ICT integration into education. GGB is the technical force behind GeoGebra and the JKU Department of STEM Education carries out research on both STEM education and GeoGebra. JYU works especially for the integration of arts into STEM and specialized to train students and teachers through experience. PEKSA is experienced and has a wide teacher network for European level dissemination activities.
Principal Investigator
Other persons related to this project (JYU)
Primary responsible unit
Follow-up groups
Profiling area: Multidisciplinary research on learning and teaching (University of Jyväskylä JYU) MultiLeTe