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Climate change impact through the understanding of natural disasters following a STEM approach which bridges the online and offline worlds in a hands-on educational play context

Funder: European CommissionProject code: 2020-1-UK01-KA201-079141
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for school education Funder Contribution: 292,492 EUR

Climate change impact through the understanding of natural disasters following a STEM approach which bridges the online and offline worlds in a hands-on educational play context

Description

CONTEXTIn a recent OECD survey [oecdedutoday.com/succeeding-with-resilience-lessons-for-schools/], covering 25 European countries, almost all countries report shortfalls of skills that teachers need in order to meet school needs, combined with difficulties in updating teachers’ skills. However, digitisation is expected to profoundly change the way we learn and work. Many children entering school today are likely to end up working in jobs that do not yet exist. Preparing students for these uncharted territories means that we not only have to make sure that they have the right technical capabilities but that we have to strengthen their emotional and social skills. Resilience, the individual capacity to overcome adverse circumstances and use them as sources for personal development, lies at the core of being able to successfully adapt to change and thus actively engage with our digital world. At the same time we need to acknowledge Internet addiction and behaviours at risk of IAB (Internet Addiction Behaviour) as emerging problems for our youth [https://wb.md/3b9XWii]. A STEM approach bridging physical computing with environmental consciousness while focusing on off-screen collaborative activities is an excellent way of improving technical capabilities while strengthening emotional and social skills. OBJECTIVESTEM4CLIM8 has as primary objective to produce approaches and tools to help those working with children reach out to them with a view to help them engage with programming and develop STEM related skills. It aims to achieve this not by increasing screen time but by encouraging hands on play through the creation of a custom virtual world using Minecraft modding and the execution of missions dealing with natural disasters and using physical computing blocks which will be programmed to interact with the virtual world through the Raspberry GPIO. The missions will reveal the science behind natural phenomena frequently associated to climate change and inspire environmental consciousness while at the same time enhance STEM skills. PARTICIPANTSA school parents association, a university, a company offering bespoke software, a technical consultancy specialising in physical computing, a knowledge dissemination company with focus on gamification and a science NGO. ACTIVITIESThe main objective will be achieved through the following activities:- Design, build and configure a DIY console based on the Raspberry Pi Single Board Computer. Under the guidance of the partners, teachers will build themselves the consoles to use with the help of a blueprint. - Assemble and use physical computing blocks and provide deliver a guide for their assembly, programing and use with the Raspberry GPIO for interacting with a custom virtual world created in Minecraft through modding- Connect the physical computing blocks to the GPIO and interact with the virtual world to complete missions with educational objectives relative to STEM and civic protection- Elaborate Lesson Plans for using all outcomes in the classroom - Provide a knowledge dissemination portal to access the project content- Use all the results in real conditions during the piloting period and provide feedback on all results- Create and manage the STEM4CLIM8 Club virtual space and supporting infrastructure. Participating teachers will help shape the Club as initial users and based on their feedback the final version of the Club will be launched to the general public.METHODOLOGYAn iterative methodology: three versions of the results are produced, one in each iteration. After each iteration the results are tested/validated and based on the conclusions the next iteration is planned.RESULTSDIY console and physical computing blocks, a project made Minecraft world, guides for assembling the console and physical blocks, connecting them to the console and programming them to interact with the virtual world, a set of educational missions to be executed in the virtual world through interactions with the physical blocks, lesson plans for using all results in the classroom, a knowledge dissemination portal providing access to all content and a virtual club space supporting the use of the project resultsTARGET GROUPIn the life of the project: professionals working with children (mainly 10 - 14 years). Apart from these direct target groups, the beneficiaries comprise also indirect target groups such as schools, children's/parents associations and organisations, policy makers and educational stakeholders deciding about subjects covered by school curricula, parents, content developers, etc. After the life of the project and subject to the delivery of concrete results, more target groups become relevant, such as companies active in educational technology, universities with pedagogical/engineering departments, educational bodies, STEM toys manufacturers.BENEFITImprove digital skills of teachers/children and prepare them for the advent of IoT, Industry 4.0

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