STEAM menu
-eTwinning project
Today's students learn with pleasure only if they are engaged in what they do and learn what is related to the life around them. The most important for them is where they apply these things in life. Thus mathematics, engineering, sciences, arts, technologies have become increasingly easy and interesting to learn thanks to the STEAM concept. This project aims to value the resources to involve students in studying through application, development of skills and aptitudes. Students will be able to create common things through collaboration and cooperation, but also useful. They will train skills for some professions that are widely in demand now and in the future.
About the project
Today's students learn with pleasure only if they are engaged in what they do and learn what is related to the life around them. The most important for them is where they apply these things in life. Thus mathematics, engineering, sciences, arts, technologies have become increasingly easy and interesting to learn thanks to the STEAM concept. This project aims to value the resources to involve students in studying through application, development of skills and aptitudes. Students will be able to create common things through collaboration and cooperation, but also useful. They will train skills for some professions that are widely in demand now and in the future.
Today's students learn with pleasure only if they are engaged in what they do and learn what is related to the life around them. The most important for them is where they apply these things in life. Thus mathematics, engineering, sciences, arts, technologies have become increasingly easy and interesting to learn thanks to the STEAM concept. This project aims to value the resources to involve students in studying through application, development of skills and aptitudes. Students will be able to create common things through collaboration and cooperation, but also useful. They will train skills for some professions that are widely in demand now and in the future.
AIMS
A1 – to program on paper or at the computer.
A2 – apply STEAM in the climate crisis.
A3 – speak English during all the activities, use online tools to put in practice the requirements.
A4 – create a common e-book about all the revived games of this project.
A1 – to program on paper or at the computer.
A2 – apply STEAM in the climate crisis.
A3 – speak English during all the activities, use online tools to put in practice the requirements.
A4 – create a common e-book about all the revived games of this project.
WORK PROCESS
Breakfast (September 2020)
o Establishment of the project team in the partner schools.
o Elaboration of the own project logo
o Introduce yourself
Lunch (October 2020)
o Virtual meeting with the project partner schools through eTwinning LIVE portal
o STEAM in CodeWeek
Dinner (November 2020)
o The second virtual meeting with the project partner schools through eTwinning LIVE portal or Skype
o STEAM in Climate Crisis
Supper (December 2020)
o STEAM in Christmas Wishes. The students make Christmas Cards and share to their project partners through Twin Space.
o Collaborate to the editting process of the e-book about the STEAM menu
o Give feeback to the project.
Breakfast (September 2020)
o Establishment of the project team in the partner schools.
o Elaboration of the own project logo
o Introduce yourself
Lunch (October 2020)
o Virtual meeting with the project partner schools through eTwinning LIVE portal
o STEAM in CodeWeek
Dinner (November 2020)
o The second virtual meeting with the project partner schools through eTwinning LIVE portal or Skype
o STEAM in Climate Crisis
Supper (December 2020)
o STEAM in Christmas Wishes. The students make Christmas Cards and share to their project partners through Twin Space.
o Collaborate to the editting process of the e-book about the STEAM menu
o Give feeback to the project.
EXPECTED RESULTS
The students will:
• enhance pupils social, teamwork, competitive and collaborative skills
• develop digital, communication in foreign language skills
• program on paper or on the computer
• compile data in a common e-book and publish the project results online
The students will:
• enhance pupils social, teamwork, competitive and collaborative skills
• develop digital, communication in foreign language skills
• program on paper or on the computer
• compile data in a common e-book and publish the project results online