Proceedings of The 5th International Academic Conference on Teaching, Learning and Education
Realizing STEAM Activities in High School with Blueprints and Lesson Plans
STEAM programmes are usually difficult to implement in a school setting. In this paper, we present the STEAM education integration strategy employed by the Erasmus+ project STEAMBuilders. Initially, a blueprint is prepared for each learning process, which provides comprehensive instructions on how to recreate a historical object and explains its underlying concepts. Then, a pedagogical sequence is created in which instruction is divided into steps with distinct educational goals. Each level provides students with historical or scientific facts and hands-on activities that use the object created in the previous stage. Students are more engaged and acquire inter-disciplinary knowledge through this immersive technique. We explain our method using a teaching example in which one set of students follows the method and another group follows a lecture-based method. The results indicate an increase in engagement and satisfaction and performance in the first group’s final test.
Keywords: STEAM, student engagement, ICT in education, STEAMBuilders, Erasmus+.