Basic ICT 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.
Targeted to Intermediate English (B1+) speakers.Read more
This is the standard requirement for most courses. Participants at this level can participate actively in discussions and manage everyday and professional situations. If they are unsure about their English level, they can test it here or explore our courses facilitated in Basic English.
Cross-Curricular.Read more
The listed audiences are those for whom the course is especially recommended, but courses are not exclusive to them and are open to everyone. In fact, most of our workshops are built around the collective sharing of participants’ experiences and having a variety of profiles enriches the learning process and is highly encouraged!
Description
Schools today have a harder time teaching students the skills they will need in the future, and this is often because they don’t have a good STEAM (Science, Technology, Engineering, Arts, and Mathematics) education.
Students miss out on important abilities like creativity, critical thinking, and collaboration if they do not receive a solid grounding in STEAM.
More often than not, “standalone” learning is conceived as the most efficient approach, even if in most cases, real-world problems are not solved in isolation.
As a result, students easily lose interest when not presented with authentic, interdisciplinary, and meaningful learning opportunities.
This course aims to provide participants with the knowledge and the practical tools to implement an integrated STEAM culture in their classrooms.
By exploring a variety of practical strategies, including the use of ICT and AI tools, participants will try out ways to link the learning to real-world challenges, making it relevant for their students.
Participants will be introduced to teaching approaches like Project-Based Learning, Design Thinking, and Gamification, which will allow students to tackle multifaceted, real-world problems in an engaging interdisciplinary environment.
Additionally, this course will provide participants with the chance to use a mix of physical and digital materials in STEAM Makerspaces, as well as consider how to design fun, process-driven lessons and activities.
Also, participants will explore the origins of technological inventions by visiting the Museum of Ancient Greek Technology, where they can draw inspiration from objects that express the holistic spirit of STEAM.
By the end of the course, teachers will have understood STEAM education methods and technical requirements, and will be able to create effective, ready-to-use STEAM lesson plans that will truly transform the learning experience for their students.
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;
- Inspirational visit to a museum.
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 STEAM outdoor learning activities.
Day 4 – STEAM study groups
- Collaborate to develop a STEAM lesson plan following established guidelines and templates;
- Save time and energy by building custom STEAM AI assistants;
- Genius Hours ideas.
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.
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