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Stem and Games
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Stem and Games (2021-1-ES01-KA220-SCH-000031544)

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Results of Steam and Games project

Created by Stella LAMPRIANOU
Last updated by Angeliki Panagiota Tenente 8 months 2 weeks ago

Results

 

1. "STEM and Gaming Aims Meaning Educational Success"

A practical Guide in all languages of the Consortium plus English, containing the current needs of the target groups on the application of multimedia solutions, STEM and games to education, focusing on the exploitation of the educational potential of gaming, overcome challenges and build strong support for gamification education initiatives. An inclusive and tailor-made guide about teaching and learning methods, including learning support for struggling learners and containing a range of implementation tools, from conducted analysis on STEM and gamification education policies to teachers’ practices of it in partner countries, finding partners strategies to support for carrying out a needs assessment when developing own program using gamification and looking to increase motivation in the students through automatic feedback while triggeringbehaviour changes.

It'll include: (1) how the Guide can be used in the teaching process; (2) how the teacher can use STEM and Gamification according to their and students’ needs; (3) how the teacher can motivate and inspire the students using STEM and Gamification; (4) how the teacher can motivate and inspire the students to be problem solvers and creative thinkers; (5) Implementation advice how to choose a curriculum, design and adapt interactive lesson plans, templates for several activities that keep students involved and make learning fun.

 

2. STEM&GAMES APP

Teachers experience difficulties in transferring knowledge to students due to the fact that their approach is traditional. Today we are training future citizens who will carry out
professions that perhaps still do not even exist: it seems fundamental to build certain skills solidly and traditional teaching does not always respond to this type of requirement. Another reason for the importance of these subjects are the resultsthat
students achieve (or don't) in the PISA tests. All the schools in this partnership show results in this PISA test (in the last three years) that are below average, and all the teachers feel the need to take some action. Each partner school have identified needs for improvement of these basic skills and key competences, and this output will provide us a solid base for further development of the project. New technology offers to children an early journey into multiliteracies, by creating an open and flexible learning content in a set of educational scenarios. New technology for mobile devicesserves the integration and use of STEM and Gaming applications in teaching by enhancing the power of STEM and Games in education. Technology is not enough, and having as goal to design meaningful activities, many aspects have to be taken intoconsideration. Before designing an App for learning, we are going to consider characteristics of the learners, specific learning objectives, evaluation, time-space resources or technical requirements of the APP. An App that, starting from the real needs of students, offers the opportunity to reinforce learning by playing and making the most of the potential of digital at the service of education. An educational APP that provides STEM and Games and exercises, to take innovative lessons, and highlights the great hardware qualities to create its own educational material.

The educational value of APP is clear as it is expected to • help students developing new skills like decision making, social  and personal skills, critical thinking etc • support improvement of school success and motivation, together with better academic performance on exams • enhance motivation of the students to learn and thus being an important tool against school failure and absenteeism • Boost teachers to create their virtual classes to communicate, share, collaborate, plan, carry out and personalize their traditional teaching.

Expected impact and Transferability potential: We consider that all the schools in Europe face the same challenges with the students, and this output will help every
teacher toidentify the students' needs and develop their own contents that will be used in their future work. Namely, we suppose that teachers all over EU have the same difficulties when students acquire knowledge and skills in their subjects, so this output can be used by them as reference for comparison of their curricula to the one used in the partner schools. The students therefore feels involved, stimulated and motivated in the teaching activity because a language close to him is used: the advantage of this app is to have a high educational value capable of transferring important content through a fascinating playful form for the students.