LearnDigiSteam

2021-1-ES01-KA220-SCH-000034390

THE PROJECT

Due to the rapid development of technology at the same time than Covid-19 crisis, the experiences and tools used in the learning-teaching processes have changed, and with this differentiation, the characteristics of the learner have also changed. Discovering the existing talents of today’s students, who are defined as digital natives and who have started living in a world dominated by technology since their birth, is a top priority for the education systems of all EU countries. Achieving the need to improve the quality and efficiency of education and training has been identified as the most important goal in the EU Education Area and EU Next Generation strategies 2025.

Learn DIGI steam Education is to enable students to establish connections between the fields of science, technology, engineering, art,design and mathematics and to learn these connections effectively, to be able to produce artistic solutions with an interdisciplinary perspective to problems, and to apply creative solutions in their daily and business lives.

This project idea originated from various discussions between partners and to improve the quality of science education, technology, engineering, arts and mathematics (digital STEAM) as well as professional development and student education in schools.

The Covid_19 epidemic process is seen to have a negative impact on the social order in Europe and our country, as well a deeply affecting the field of education. The biggest problems faced by the education system and its executive teachers in this process are;

1- Participation rate of students in learning activities and low learning motivation High number of students who do not understand what they read (test and written results)

2- Inquiry and thinking students are almost non-existent (Class and school counselors’ class reports)

3- High academic failure rates (average success rate of courses such as mathematics, science, etc.)

4- Lack of interest by students in competitions (Engineering competitions, science fair, etc.) in which 4th-21st century skills are effective

5- Low participation rates in cultural and artistic activities (Physical education and music teacher group minutes)

6- Lack of engineering and entrepreneurship skills (math and science lesson results)

 

In the surveys conducted with our teachers;

-Digital STEAM model required 80%

– Course digital materials should be created for STEAM 85%

-Examination of digital STEAM application examples 90%

 

In the STEAM needs analysis made; Since online training is a part of life, the necessity of Digital STEAM applications for education has been emphasized.

It is known that students need to keep their learning curiosity alive in order to make students active. With this awareness, by establishing strategic partnerships with institutions that have experience with STEAM, a Digital STEAM platform should be established and partnerships should be established to ensure that all students benefit from the opportunities of digital learning.

 

Objectives: What do you want to achieve by implementing the project?

According to the needs analysis and questionnaire results of the project partners in their schools; They identified different experiences and practices with innovative models for teaching digital STEAM, but they consider it necessary to apply a comprehensive approach that focuses on technological innovations (e.g. flexible pedagogies) as well as different aspects such as academic and personal development: between students and academic courses, students’ problems in daily life. Solving skills, the relationship of students with their peers, and the development of digital competence of students and teachers, etc.

Students should be allowed and encouraged to use ICT for their learning, information searching and creation tasks. In this way, they learn to use and be creative with digital tools and STEAM different subject fields, taking into account the subjectspecific considerations, such as searching for relevant information, evaluating online information reliability, IPR aspects, online content.

LEARNDIGISTEAM has the potential to place students at the center and actively involve them in the learning process, promoting discovery and experiential learning, problem-solving skills, and so on. collaboration with a critical and safe use of digital tools. The participation of families and also other stakeholders (local community, business sector,) will be essential to benefit from the EU’s digital strategy.

In this project, which is integrated with the 21st century education understanding and the digital strategy of the EU, the professional development of all students (14-19 years) will be supported online and their academic success will be increased.

Through the Digital Learning Model. Considering the digital education model to be implemented and the educational content to be offered, our project has three main objectives:

1- Achieving a Sustainable Development-oriented Education approach through digital platforms in the field of STEAM, which is a priority education agenda in the global context.

2- Understand its importance better in Covid-19 days Using the Digital Learning Model, which is today’s innovative education application (distance education), will ensure that education is accessible to everyone anytime, anywhere.

3- To make the learning experience sustainable by making educational environments more interesting and fun for students by using digital technologies in learning processes.

While predicting that the future digital world will change people’s lives, our project, which takes into account the 2021-2027 digital education action plan strategy, which recommends member countries to develop strategies to make digital transformation work for people and schools, is innovative and interactive with digital learning in subjects such as science, technology, engineering and mathematics. It focuses on learning-teaching processes with digital transformation to 21st century skills, which is to strengthen the capacity of schools to develop skills with pedagogical methods and approaches.

The project will provide schools with a pedagogical model and educational tools on a digital platform. Students’ connection with “real life” will be supported. STEAM applications will focus on areas related to Internet of Things (IoT), Virtual reality, robotic, 3D print, Artistic View, artificial intelligence, design modeling and video games which represent very popular sectors in the field of technology, and will provide online learning opportunities. In today’s world where the limits are rising, STEAM activities will provide a learning environment full of curiosity, questioning, critical thinking and innovation.

 

Implementation: What activities are you going to implement?

We are a total of 8 institutions with 7 different countries (Spain, Croatia, Slovenia, Czech Republic, Turkey, Poland, Latvia) and our country with 2 partners. In this context, it consists of 3 LTT and 3 transnational meetings, 4 intellectual outputs, 3 Multiplier Events. First, a transnational meeting will be held in SPAIN, we will update our knowledge on efficient use of the budget,steam analysis reports of countries, project management and implementation, dissemination and sustainability.

The planned activities are particularly effective in raising awareness and skills in line with specific goals regarding the empowerment of teachers and promoting new approaches to teachers in the field of Digital STEAM. High schools, partners of the project, will participate in LTT activities. With C1 and C2, the aim is to ensure the professional development of teachers and to contribute to the development of the DIGITAL STEAM of schools.

It is aimed to test the Project Results.

Within the scope of this project, 2 short-term LTT activities for staff and institutions and 1 short-term LTT activity for students are planned.

C1: SLOVENIA; Digital Competent Teachers for Creative Digital Learners

C2: POLAND; Integrated DIGITAL STEAM Teaching for Secondary Schools

C3: CROATIA: STEAM AND TECHNOLOGY (Students)

Each LTT event will be supported by local events and activities. At the same time, local activities will be a precursor and complement to the activities to be developed in the coming months. Participants will work on a specific issue that produces an output in the months before physical activity, and they will be made ready. It will be ensured that each mobility includes participants from the relevant partner institutions. Innovative works carried out in the activities will be further developed with cooperation and cooperation.

Transnational Project Meetings ;

TPM1– IES ELS EVOLS ( Spain) Kick-off meeting

TPM2– Anglo – německá obchodní akademie a.s. (Czech Republic) Implementation seminar

TPM3– Rigas Raina vidusskola (Latvia) Dissemination and Monitoring

Project Results Summary

Project Results Details1-Tarsus Mesleki ve Teknik Anadolu Lisesi/(E10008305 – Turkey) STEAM Digital learning curriculum development

Project Results Details2- SOLSKI CENTER SLOVENJ GRADEC (E10065657 – Slovenia) STEAM Pedagogical Digital Model (Creating STEAM related Training videos, simulations and games)

Project Results Details3- POLYGONE VIGO SLU (E10260937 – Spain) LEARN STEAM Pedagogical Digital Model (Assessment / evaluation and digital certificate, Ebook creation for digital learning)

Project Results Details4-Gmina Kielce/Kielecki Park Technologiczny (E10117189 – Poland) Next Generation Digital Learning Platform” learnDIGIsteam.eu”(Web tools,TRAINING COURSE AND STUDENT KIT )

 

Multiplier Events

M1 -IES ELS EVOLS (E10101001 – Spain) Kick-off Meeting 2023-10-14 2023-10-27 6600.0

M2- Tarsus Mesleki ve Teknik Anadolu Lisesi (E10008305 – Turkey) Implementation 2023-10-14 2023-10-27 6600.0

M3 -Rigas Raina vidusskola (E10040146 – Latvia) Dissemination and monitoring

 

Results: What project results and other outcomes do you expect your project to have?

The products / outputs / results of the project will be used and implemented by a variety of stakeholders, specifically:

– secondary schools and vocational training institutes,

– teachers, students, researchers,

– science and techno parks, instituts, NGO,…

 

IMPACT ON THE SCHOOL AND THE EDUCATIONAL COMMUNITY IN GENERAL

-Improves educational quality: Give secondary schools and teachers a common European model for school innovation in the field of teaching STEAM subjects in order to improve transnational cooperation and mutual trust.

– Provide a practical set of tools and instruments to enable teachers and high schools to improve the quality of STEAM teaching in schools.

– Achieve a school that promotes the use of digital technologies for learning, generating a safe and reliable environment, based on respect and strict compliance with current regulations.

– The prestige of the schools is reinforced by this type of project: the image of the institution and its projection at the local and regional level can be considerably improved, and this encourages the continuation of this methodological and strategic path.

– The strengthening of international relations: contact with other institutions, ties with other professionals with similar interests and projects …

 

IMPACT ON THE PARTICIPANTS AND ON THE REST OF TEACHERS

Improvement in interpersonal skills through various resources and techniques throughout the project. With the project, STEAM competencies will appear more prominently in relation to DİGİTAL-based education, lifelong learning, innovation and ICT throughout. Teachers benefit from a specific training instrument for their own professional development, particularly on the subject of the project. Self-confident and curious about digital STEAM. You will also gain digital entrepreneurship ability, strengthen communication skills, and increase social awareness. Build trust to test safe and reliable environments, based on respect and strict compliance with current regulations. The collaborations will create a culture and a climate of joint work, creating solutions. Explore a range of resources, tools and strategies for activities that enhance STEAM in real life

-Acquisition of new strategies, methodologies, activities … these are they will share with the rest of the teaching staff. The beneficiary agrees to apply them (those that you consider appropriate to your context and environment) and include them in the curriculum of the subject.

-Knowledge of other cultures, living new experiences that are shared through meetings, work groups, exhibitions …

 

IMPACT ON STUDENTS;

The project aims to train students who can imagine, take risks, engage in experiential learning, insist on problem solving, adopt cooperation, and take an active role in the creative process. In DIGITAL STEAM education, students’ interest, success and motivation can be increased, especially with subjects involving real world problems. As a result, it is one of our special aims to help increase the number of students pursuing entrepreneurship in the fields of engineering and science, arts in a holistic manner.

In addition;

– Developing the entrepreneurship aspect of students

– Development of analytical skills

– Acquiring creative and artistic thinking and problem solving skills, gaining self-confidence through language development using DIGITAL STEAM model to access information to ensure that they are individuals who think, question and analyze, providing development in scientific and engineering fields