Description
Basic Computer Proficiency required. Read more »
Basic computer proficiency courses are designed for individuals who have limited experience with technology. Participants will learn fundamental skills such as navigating the web, and using basic programs.
Today’s schools face growing challenges in fostering the skills students need for the future, often due to the lack of effective STEAM (Science, Technology, Engineering, Arts, and Mathematics) education.
Without a strong foundation in STEAM, students miss the chance to develop essential skills like creativity, critical thinking, and collaboration.
Too often, subjects are taught in isolation, which doesn’t reflect how complex, real-world problems are solved across disciplines. As a result, students may lose interest and miss out on meaningful, interdisciplinary learning experiences.
This course is designed to empower educators with the knowledge and tools to create a vibrant, integrated STEAM culture in their classrooms.
Through practical strategies and hands-on exploration of ICT and AI tools, teachers will discover ways to make learning dynamic and relevant by connecting it to real-world challenges.
Participants will engage with teaching approaches such as Project-Based Learning, Engineering Design, and Gamification – each offering a unique path to fostering an engaging, interdisciplinary environment.
By combining these approaches, teachers can help students see connections across subjects, applying their knowledge to solve complex, real-world challenges.
Furthermore, participants will gain hands-on experience with both physical and digital materials in STEAM Makerspaces and learn how to design engaging process-driven lessons and activities.
By the end of the course, educators will understand STEAM education methodologies and technical requirements and be prepared to develop effective, ready-to-use STEAM lesson plans that can transform their students’ learning experience.
What is included
Learning outcomes
The course will help participants to:
- Gain a deep understanding of the holistic nature of STEAM education;
- Explore a wide range of teaching methodologies to effectively support STEAM projects;
- Strengthen collaboration skills through interactive group activities with fellow educators;
- Develop expertise in crafting powerful driving questions and real-life problem statements for student engagement;
- Get inspired to use diverse physical/digital materials and ICT/AI tools in STEAM activities;
- Access a library of ready-made STEAM lesson plans for immediate classroom use;
- Co-create STEAM lesson plans, ready to implement with their students.
Tentative schedule
Day 1 – Course introduction
- Introduction to the course, the school, and the external week activities;
- Icebreaker activities;
- Presentations of the participants’ schools.
Key concepts and components of STEAM education
- Explore and apply the STEAM framework through an introductory challenge.
Day 2 – Collaborative workshop featuring real-world STEAM learning activities
- Examine the significance of driving questions in STEAM projects;
- Experiment with various teaching methodologies to enhance STEAM projects;
- Familiarize themselves with the physical and digital materials and ICT/AI tools available in STEAM makerspaces.
Day 3 – Leveraging ICT and AI tools for STEAM projects- hands-on activities
- Engage with STEM virtual labs to explore scientific concepts;
- Utilize Augmented Reality (AR) and 3D design tools for creative projects;
- Discover innovative AI tools that enhance STEAM learning;
- Participate in scavenger hunt game apps for interactive learning experiences.
Day 4 – STEAM study groups
- Collaborate to develop a STEAM lesson plan following established guidelines and templates.
Day 5 – Presentations of STEAM lesson plans
- Conduct peer assessments and provide constructive feedback;
- Share improvement suggestions and innovative ideas for enhancing lesson plans.
Day 6 – Course closure and cultural activities
- Course evaluation: round-up of acquired competencies, feedback, and discussion;
- Awarding of the course Certificate of Attendance;
- Excursion and other external cultural activities.