STEAM Age in Education - KA210 project
STEAM Age in Education - KA210 project
STEAM Age in Education - KA210 project
STEM is a learning approach that is created from the combination of the initials of the words science, technology,
engineering, and mathematics.
It aims to associate the target acquisitions that require high-level cognitive skills and contain
abstract concepts with phenomena that can always be encountered in the real world, so that information can be made sense of.
Thinking that art cannot be separated from other disciplines, the European Social Fund, which is part of the legal
proposals of the European Commission, proposed STEAM instead of STEM in education (2021-2027) for its multi-annual financial framework (MFF). The knowledge that can be used in real life is valuable and unforgettable. However, the fact that the students of Generation
Z (born in 1997-2012) are too comfortable with the virtual world negatively affects their success in abstract concepts. The
"online" worlds of these students, who have almost come to the point of breaking their ties with the real world, make it
difficult for them to cope with the abstractness of courses such as mathematics, science, and technology, and also cause
them to be deprived of aesthetic thought. For this reason, the STEAM learning model, which reveals the relationship
between all these courses and aims at solution-oriented and critical thinking, is considered the learning approach of the
future
groups activity
Students contributed to problem-solving within the scope of their individual interests and abilities during the workshops. They learned through experience that every thought and idea was valuable. Participants who were at risk of being marginalized due to social, economic, or geographical disadvantages were able to establish strong friendship ties and develop team awareness, as well as a sense of belonging, in learning environments where the challenges arising from their disadvantages were minimized through the World is a Machine mobility activities. In this respect, the mobility activities contributed to the objective of developing a sense of belonging for disadvantaged students and supporting their integration into the society in which they live.
the students are the protagonists
Participants will be able to separately evaluate the causes and consequences of common problems that will be revealed in
group discussions and workshops. They will realize through experience that the results may vary according to the solution
method to be used. Earth is a Machine mobility will contribute to the goal of "to increase our students' problem-solving skills
based on cause-effect relationships by at least 10% by using "fictional problems" in activities.Expected results of the activity
Expected results of the mobility activities for the participating students:
-They will be able to relate the learning outcomes of science lessons with events and objects in the outside world. The
knowledge will gain functionality for our students and full learning will be possible.
-They will have the chance to work with their peers from different cultures and geographies in workshops and team
activities. Especially the socially disadvantaged students will be able to overcome their social barriers.
-They will learn by exploring. They will exchange ideas with their peers for the solution of hypothetical problems to be
revealed in the mobility activities.
-They will approach problems in a cause-effect relationship by questioning teamwork.
-They will learn that every idea is valuable, and they will be more sensitive to their environment and the thoughts of others.
-Their English communication skills will improve.





