STEA4ALL: Designing, Implementing and Evaluating STEAM Activities as Best Practices

 

The Greek Multiplier Event took place at Maraslio Didaskalio (Department of the National and Kapodistrian University) in Athens on the 24th of February 2024, which was attended by more than 30 educators. The goal of the workshop was to present the main results of the STEAM4ALL project and to practice designing and implementing STEAM activities, as outlined in the Workshop Presentation (which consists of 91 slides and includes ready-to-use interactive educational materials):

During the event, we also provided the printed cards of the interactive game of energy transformation. Teachers who have been involved in developing STEAM activities were shared their experiences and discuss STEAM implementations since the training course.

Before the closure of the event, groups of postgraduate students presented the designs they created for selected projects (e.g., “The Impact of Bee Population Decline on the Planet and Human Life”). They followed the educational approach outlined by the STEAM4ALL Theoretical Framework, focusing on “Crosscutting Concepts,” “Science and Engineering Practices,” and a “Trans-Disciplinary Approach“. Notably, this approach was proposed within the project by their own professor in the STEM Postgraduate Program, Dr. Koleza (appreciating her hosting of the event).

The participants particularly appreciated their involvement in dealing with the cutting edge of the energy, its various forms, and how it is transferred. They also explored the fascinating world of energy conversions and the machines responsible for these transformations. As the workshop concluded, participants expressed satisfaction with the event. The key findings of the workshop evaluation are summarized below.

Participants shared their expectations and key takeaways from the workshop at the evaluation questionnaire. Firstly, they were willing to learn about machines and how children can create their own artifacts, enriching their repository of classroom activities. Secondly, they sought inspiration from the innovative STEAM4ALL activity ideas. They discovered fresh approaches related to technology, energy transformations, climate change, sustainability,  that could be integrated into their teaching and applied in their classrooms.

The main highlight of the event was the interactive nature of the workshop. Participants had the opportunities for actively engagement, and the intriguing presentation captured their interest. The hands-on activities using provided cards were enjoyable. The event encouraged audience interaction, fostering discussions and generating new ideas for interactive teaching methods. The overall atmosphere was characterized by familiarity, creativity, positivity, and a deep understanding of the subject matter.

In addition, the participants commented on the following noteworthy insights. Witnessing how children can create something from scratch was fascinating. The practical examples shared during the workshop left a strong impact. Participants feel inspired to design educational scenarios aligned with the workshop’s themes. Even simple “unplugged” ideas can lead to unexpected and exploratory learning experiences.

Overall, participants evaluated the workshop as successful, appreciating the valuable insights gained. The event provided inspiration and practical tools for designing engaging educational activities.