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<< Objectives >>Promote interest to STEAM education,-develop digital literacy and readiness %70 for lifelong learning to serve 2021-2027 EU targets,- acquire proficient knowledge from university and NGO partners for school teachers/students - increase academic success %60, -raise the visibility and quality of organizations %60,-create various educational materials at LTTAs and virtual meetings and intellectual output, project's e book-reach approximately 4000 people to make awareness in STEAM education.<< Implementation >>Having three online TPMs. Having 6 LTTAs (physically join) and 6 virtual meetings (have no grant to travel in partner organizations) to achieve our needs and objectives. Having 1 Multiplier Event to present all project activities, impacts, results, production result, e book and make awareness to STEAM approach in education. Creating intellectual output of the project. Dissemination activities as 6 workshops, 6 meetings, 6 seminars and 6 online webinars at local and national level.<< Results >>Boosting the level of knowledge of project participants in STEAM implementations. Gaining lifelong learning skills, improving digital literacy, readiness %70. Raising academic success % 60. Serving to EU targets with acquiring lifelong learning skills, qualified individuals for future employment. Creating intellectual output of the project, e book, activity modules, e games, curriculum integrated with STEAM and DVD. Reaching approximately 4000 people through dissemination activities.
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