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STEM and Gaming Aims for a Meaningful Educational Success

Funder: European CommissionProject code: 2021-1-ES01-KA220-SCH-000031544
Funded under: ERASMUS+ | Partnerships for cooperation and exchanges of practices | Cooperation partnerships in school education Funder Contribution: 205,979 EUR

STEM and Gaming Aims for a Meaningful Educational Success

Description

"<< Background >>With the expansion of economies into a global marketplace, education has critical importance as a primary factor in allowing young adults to enter the workforce and advance economically, as well as to share in the social, health, and other benefits associated with education and productive careers. Technology has been improving so rapidly that it is of great significance for students to adapt to these constant changes in technology. Individual competencies in STEM subjects are getting more important for the occupations of the future which are based on high technology. Therefore, innovative approaches are required in education. The era of the fast moving technology needs to be brought in the classroom, and more teachers need to be aware of the patterns that these students need, in order to capture their attention and make them acquire skills and competences. The critical thinking and creativity can be learnt by the students in order for them to be ready to cope with the challenges of the society. Due to Covid-19 we witnessed the largest disruption to education in Europe's recent history and the percentage of early school leavers and low educated population is drastically increasings again. Before pandemy a grouping of EU member states reached the goal of reducing ESL to 10%. The results in the PISA tests show that students need different models than the textbooks they use in school. Within this scenario the project's partners had identify 3 main needs: Support learners at risk dropout with new educational contents; To enhance the participation to educational initiatives of groups at risk of exclusion by developing educational contents and approaches based on the universal language of Multimedia, that are often one of the only interest of students; To find new ways for teachers of motivating students using the tools that students use everyday.<< Objectives >>With the project we would introduce a new and innovative approach for the teachers in STEM and Gamification education to follow and use as additional teaching material. STEM&GAMES will support school teachers in the use of alternative pedagogies with students at risk of ESL taking into consideration alternative pedagogical approaches: in the last decennia, a growing need for evidence on the value of STEM and game-based learning has emerged. STEM and classroom games provide a variety of ways to impart knowledge through creative, interactive and interesting activities; they can either help teach students a specific subject or help develop important skills essential to life and learning like teamwork and critical thinking, building systems thinking, design thinking, communication, creativity, and innovation. The application of these new features in local environments will allow a continued and concerted action that is expected to produce a change in attitudes and behaviors toward school. STEM&GAMES encompasses the chance for teachers to incorporate STEM and Gamification as the base for class management, implying an effort to learn and master both the theoretical aspects of the framework and, on a more practical level, the use of gamified software for our everyday practice. It will so delivery into innovative methodologies and develope accompanying tools to put these ideas into practice, aiming at improving not onlysubject-specific achievement levels but also transversal skills in secondary education.<< Implementation >>During the lifetime of the project there will be:1) Three transnational meetings at project partners level (Kick - off meeting – Croatia; Mid-project cycle meeting – Germany; Final meeting – Spain);2) Two LTTAs about ESL and Game based learning (one in Spain and one in Italy);3) Analysis of the state of art about gamification in the participating countries;4) Extracurricular activities about STEM and Gamification;5) Six (one per country) Multiplier Events;6) Evaluation and validation of the contents;7) Dissemination and exploitation activities.All the above activities contribute to the realization of the IOs of the STEM&GAME project (Guide and APP).<< Results >>The most important outcomes produced so far are:1) ""STEM and Gaming Aims Meaning Educational Success"". - A practical and innovative guide in all languages of the member countries of the project plus English;2) The STEM&GAMES APP created as a motivational tool to help children start their early journey into multiliteracy;3) Two Staff Training Events (one in Italy and one in Spain) about Game based learning and unplugged activities/Games and tools for learning programming, on using educational strategies of gamification in order to foster creativity, logical thinking, and problem-solving skills.Some of the non-tangible results: 1. Building individual strengths and talents;2. Pupils will feel respected and feel that their individual strengths, abilities and specific needs are recognized;3. Young people at risk of ESL will have easy access to different learning opportunities and targeted support;4. Spread of the need for innovative technology in classroom;5. Development of open-mindedness in educational practice;6. Fostering critical thinking in problem solving situations;7. Learning process more motivational and attractive to meet students’ needs and expectations;8. A better students' success in school and motivation to complete their compulsory education."

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