STEAM In Education

description

STEAM (Science, Technology, Engineering, Art/Design and mathematics) is an educational approach which has lately become recognized worldwide and is applied in many countries. The program, which was previously known as STEM, has taken the name STEAM with the addition of the word “art” in the recent past.

This educational program concerns instructors and teachers as much as students, because some of the goals of the program are:

  • to enrich STEAM education using different resources and methods;
  • to increase interest in science, technology, engineering, mathematics and art / design on the basis of equal opportunity;
  • to bring innovative ideas to applied education;
  • and to motivate students with an accurate interdisciplinary education at an early age is to enable them to recognize their interests and show them how they can develop themselves in these areas.

But not only educators and teachers in the field of STEAM, but also teachers in different fields can benefit from the STEAM program and pass these benefits on to their students. The problem-solving skills and interdisciplinary working habits that are intended to be acquired with this program will also provide development in other areas. The chosen topics, which encourage students into STEM career fields, should be presented in a way that offers solutions to their real-life problems.

STEAM education is expected to be accessible to all, regardless of gender or technical skills, because one of STEAM’s goals is to involve girls and women in science, technology and mathematics, and eliminate segregation in a way that ensures gender equality in society.

”STEAM education for teachers” is an ideal training course for those who provide STEAM education or want to integrate the STEAM approach into their curriculum. In general, this course focuses on creative activities, innovative learning and teaching methods for students. Another issue discussed is what instructors and teachers can do to get their students into technical areas and motivate them in this direction.

 

target group

  • Teachers (primary, secondary, vocational, adult, special needs)
  • Teacher trainers
  • Headteachers
  • Principals and school managers

methods

  • Lectures and seminars
  • Practices
  • Project works
  • Collaborative teamwork
  • Q & A activities

daily program

Day 1:

  • Arrival of the Guests
  • Meeting
  • Presentation
    • Values of the European Union and the European culture
    • Information about the city and the course program
    • Information about the Erasmus+ program
    • Expectations from the group
    • Information about STEAM education: innovations, STEAM education in Austria, STEAM goals in 2026

Day 2:

  • Presentation: How to motivate students? Gain self-learning ability.
  • Self-expression, critical thinking, creativity
  • Brainstorming: how to raise awareness of students of the science nature and scientific thinking?
  • Discussion: What should be done to make students curious about the science and encourage them to do their own research?

Day 3:

  • Presentation: The importance of STEAM education at school
  • How should STEAM lessons be structured?
  • Brainstorming: How to improve problem-solving ability? What is its importance in science? What are the activities and resources that help develop this skill?
  • Workshop: use of mathematical modeling in STEAM education

Day 4:

  • Presentation: The role of creative activities in STEAM education
  • Low-cost scientific STEAM training kits
  • STEAM education and resources in classroom environment
  • Role-play: The importance of establishing a relationship between at school taught subjects and their usage in real life

Day 5:

  • How should the STEAM-Curriculum be structured?
  • What can be done to spread the STEAM in educational institutions
  • Discussion: Incorporating local institutions into the STEAM education
  • Informing STEAM students about STEM career areas

Day 6:

  • Presentation and Discussion: project-based teaching, context-based teaching, design-oriented learning, engineering design process
  • How is project-based teaching provided? How is it used in the context of daily life problems?
  • Workshop: The usage of technology and micro-controller card in STEAM education
  • Brainstorming: how can STEAM activities be associated with daily life?
  • What are the effects of STEAM attainments in practice?

Day 7:

  • Presentation: What is the place of Art in STEAM education, how to participate in education? Imagination and Creativity of Students
  • Text Analysis: The usage of visualization in the teaching and learning process to improve students’ critical thinking
  • Brainstorming: The gender in STEAM education: what should be done to lead girls into science? How can equality of opportunity be achieved?

Day 8:

  • The usage of coding, robotics applications, simulation and animation in STEAM education.
  • Presentation: Introduction and usage of MBlock platform.
  • Workshop: MBlock sample event design.
  • Presentation: Using Arduino with MBlock.
  • Workshop: Arduino sample STEM event design.
  • Presentation: Presentations of project examples

Day 9:

  • Presentation: The usage of building blocks and sets in STEAM education.
  • Workshop: LEGO EV3 software environment, sensors and sample event design.
  • Presentation: Design-oriented work, 3D design and introduction of the Tinkercad platform.
  • Workshop: 3-D design event with Tinkercad.

Day 10:

  • General Summary
  • Erasmus+: Objectives, priorities and evaluation of achievements
  • Certificate distribution
  • Participants ‘ plans for the future
  • Feedback

learning outcomes

The participants of this course will

  • learn about the emergence of the philosophical infrastructure of the STEAM education,
  • know the misconceptions about STEM education and STEM education in Europe,
  • know the place and importance of the STEAM education approach in the world,
  • recognize STEAM materials and becomes aware of STEAM laboratory equipments, (introduction of materials, design and stages of STEM materials)
  • get to know about Project Based Learning,
  • gain an understanding of design-oriented thinking,
  • comprehend context-based learning,
  • learn about modelling,
  • know about the 5e / 7E approaches and give examples for interdisciplinary use,
  • be able to prepare lesson schedules in the 5E model and develop curriculum-related STEAM activities,
  • learn the technological dimension and the usage of robotic activities in STEAM education,
  • know about the project cycle and engineering design processes in STEAM education and
  • learn measurement and evaluation methods and techniques in STEM education.

We can offer you both 5 and 10 day courses. For the availability of dates please contact us using the button below!

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