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Use gamification strategies and augmented reality for innovative STE(A)M learning

Funder: European CommissionProject code: 2019-1-DE03-KA201-059708
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for school education Funder Contribution: 209,941 EUR

Use gamification strategies and augmented reality for innovative STE(A)M learning

Description

"“While we teach we learn”(L.A.Seneca)A major challenge in STEM education relates to the experience young people have during STEM classes. Students often complain that STEM is difficult, boring and not relevant to their everyday lives. Moreover, STEM teachers require ongoing professional training on innovative educational approaches to stay on top of their subjects. To ensure concrete enhancement of students’ learning experiences and ‘island of innovation and good practice need to be extended and mainstream’ (White paper about STEM studies and careers (2011).Context:Considering the high speed of progress in the field of new technologies already applied in all sectors of society and even in new domains of the economy, the implementation of new didactic approaches is highly perceived as a priority everywhere in Europe. In this regard, as recommended in the New Skills Agenda for Europe, the evolving nature of the digital economy requires “digitally competent people who are not only able to use but also to innovate and lead in using these technologies”. Combined with good hard skills and social and emotional skills, “digital skills are now as vital as literacy and numeracy” in the digital economy and society. Towards this vision, the Communication on the Digital Action Plan, COM (2018)22final, sets out how “education and training systems can make better use of innovation and digital technology and support the development of relevant digital competences needed for life and work in an age of rapid digital change”. Education should help empower young people to articulate and engage while digital technology enriches learning in a variety of ways and offers learning opportunities accessible to all. Finally, most of the above mentioned EU policies are supported by national priorities and objectives: - Germany: the Federal Education Minister recently announced the MINT Action Plan aiming at strengthening and improving mathematics and science skills- Turkey: the 2015-2019 Strategic Plan sets some key goals appropriate for strengthening the STEM education;- Belgium (Wallonia): the regional innovation strategy is a core component of the ""Marshall Plan 4.0"""", which foresees a budget of €642m for the innovation component (2015-2019).Problems addressed:Nowadays, competence requirements have changed with more jobs being subject to automation, technologies playing a bigger role in all areas of work and life, and entrepreneurial, social and civic competences becoming more relevant in order to ensure resilience and ability to adapt to change. COM(2018)24final. Digitization affects how people live, interact, study and work. Some jobs will disappear, others will be replaced, new jobs will be created, many jobs and industries will be transformed and new activities will emerge. This makes investing in one’s digital skills throughout life of the utmost importance. COM(2018)22final. As a consequence, education system needs to adapt to this reality. Reflection paper on Harnessing Globalization (2017) recognizes that “new ways of learning, as well as more flexible training and educational models, are needed for a society which is becoming increasingly mobile and digital”. Innovation is ‘extremely relevant’ for meeting the education sector’s needs and digital technology has huge, untapped potential for improving education. Project aim and objectives:The overall aim of the project is to raise awareness on the importance of choosing STE(A)M studies for pursuing successful STE(A)M careers, especially among young students. In particular, the project aims at persuading secondary schools to integrate immersive technologies and game-based learning in educational programs and foster school teacher’s capacity to teach STE(A)M effectively. For this purpose, teachers will be adequately trained to face challenges in using innovative ICT technologies during their STE(A)M lessons.Partnership:7 Partners from 6 EU countries (DE,IT,NL,TK,CY,BE), forming a transnational cooperation partnership with a balanced geographical representation of the Erasmus+ area.Methodological approach and key outputs:Since the very beginning of the project Partners will define concrete strategies and approaches for engaging upper secondary schools and other relevant stakeholders in experiencing innovative approaches for teaching STEE(A)M subjects. Partners will set up an online teacher training programme and student will be engaged in experimenting laboratory collaborative activities on a preferred STE(A)M topic guided by their teachers.Impact and long term benefits:a. raise awareness of the importance of choosing STE(A)M studies for pursuing successful STE(A)M careersb. give school teachers innovative instruments and tools to overcome the traditional method of teaching and learning engaging students to learn while enjoyingc. support educational institutions in integrating immersive technologies and GBL for teaching STE(A)M within their programmes."

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