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Using farms as an ecological and pedagogical education environment- Gamified-STEAM based learning approach Model

Funder: European CommissionProject code: 2022-1-PL01-KA220-SCH-000088981
Funded under: ERASMUS+ | Partnerships for cooperation and exchanges of practices | Cooperation partnerships in school education Funder Contribution: 250,000 EUR

Using farms as an ecological and pedagogical education environment- Gamified-STEAM based learning approach Model

Description

<< Objectives >>*Promoting environmental education through hands-on activities to involve students in local heritage, culture, ecology, and experiences*Increasing student participation in place-based learning activities to gain environment-friendly behaviors, moral values, cooperation, emotional maturity, self-discipline,design-based thinking, and understanding democratic processes. *Raising awareness of place-based education to encourage teachers & students to use the schoolyard, community & public lands<< Implementation >>WP1Project ManagementWP2School to Farm Competency Framework in the context of the STEAM discipline + TPM1WP3Game-Based and STEAM-focused Learning Resources to be used in Farming Education+LTTWP4Digitally-enriched educational games in the context of farm-based environmental education+TPM2WP5Engagement of Results & Sustainability+TPM3*Local & International level -Developing a Project Management Handbook -Developing a Project Website- a joint LTT -5 Multiplier events-visual materials<< Results >>*WP11-Competency framework defines the concept “use of farms as an ecological and pedagogic educational environment” and becomes school-to-farm literate citizens. *WP22-Open Educational Resources to be used in educational environments while having place-based learning(extracurricular lessons plans(12 modules-24 weeks) to be used in farm-school collaboration)*WP3-Digitally-enriched educational games in the context of farm-based environmental education. (at least six interactive digital games)

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