This deliverable is linked to the task TO1.1 which aims at understanding the contextual work performed until now that can ease the implementation of LET’S STEAM and participate to the understanding of the targets’ needs. This work will be based on several subtasks including identifying the existing initiatives within a very detailed database which is the first version here. This database will be updated all over the project duration.
Contents specifications, including needs analysis, content definition and assessment methodology, and pedagogical scenarios
The overall objective of D1.2 is to identify within the scientific teaching community, the needs and requirements of the teachers, by presenting them the objectives of the project, and assessing their skills. Tools as the one developed by LATE regarding the assessment of digital competences of teachers will be used.
After understanding the needs of the teachers and the specifications regarding educational pathway, the objective is to specify the needed extensions to be made on the three selected platforms to enable them being tailored to the requirements of the teachers.
This document introduces the evaluation grids that will serve to evaluate the teachers’ digital competencies (COMDID-A) and participants’ creativity and computational thinking through the CreaCube task (Romero, 2017; Romero, David, & Lille, 2019), a problem solving task which through which we evaluate computational thinking as creative problem solving. In creative problem solving in robotic tasks, the person cannot solve the task through an analytical problem solving, but requires exploring the task in a divergent, associational, or discontinuous solution processes.
Technical specifications of the e-learning platform
The objective of D1.5 is to assess the pedagogical scenario in line with the e-learning requirements.
Learning complete materials translated in the 4 project languages
The global aim of the learning materials is to develop concrete skills to the teachers to use in efficient way all the potential given by IoT technologies and coding to increase the ambition of their training methodology. More specifically, the modules should enable i) raising coding skills but also ii) increase creativity, iii) enhance teachers motivations and iv) create links between STE(A)M fields at international scale by promoting joint pedagogies and citizen sciences practices as well as collaboration between schools at European and International levels.
Final set of training tools including on-site courses material and e-learning platform
D2.3 is provided the final set of training tools, after review by the partners and the teachers, following the training activities during the demonstration stage of the Let's STEAM project
Backlog including the user stories
The project backlog is a model of work to be done and contains an ordered list of user stories. The format of project backlog items varies, common formats include user stories and use cases. These will define features, bug fixes, non-functional requirements, etc.—whatever must be done to successfully deliver a viable product. The stakeholder will prioritize product backlog items based on considerations such as risk, educational value, dependencies, size, and date needed.
Assessment of the pedagogical outcome of the project
D4.2 is deliverying a qualitative study of the impact of the project on the indicators of success i.e. increase of the teachers competencies, ii) commitment to a collaborative approach for interdisciplinary and international learning and iii) increase of interest of the students in scientific topics including specific regards through the advisory board members on the girls and the coding practices.
Set of publications gathered at the end of the project
As the project involves major research centers in Europe in the field of pedagogical methodologies digital educational tools and digital skills of teachers, important publications will be issued during LET’S STEAM reinsuring the place of the project in the framework of the International research topics for education.
Replication, exploitation and transferability plan
This report explains how the project has been set-up and it will explain the methodology for the implementation in order that people who were not involved in it will be able to develop it by their own. It will gather all the public deliverables and the open educational resources.