"<< Background >>This project idea arose from several discussions between partners to improve the quality of science, technology and mathematics, engineering and arts education, due to the following reasons: - The rapid development of technology: our students define themselves as digital natives - The Covid-19 crisis, which had a negative impact on the EU's social order - Low motivation for scientific/technological/mathematical learning - A very low rate of girls interested in STEAM disciplinesThe needs addressed were: 1) Adequate teacher training. We need ongoing training and professional development in STEAM-focused pedagogical methodologies and practices 2) Curricular integration. It is crucial to effectively integrate STEAM concepts and skills into the school curriculum 3) Access to resources and technology. Schools must have adequate resources, including access to the Internet. 4) Connection to the real world. It's critical to make connections between classroom learning and practical application in the real world. By addressing these needs, we improve the quality and effectiveness of STEAM teaching, preparing students for the challenges of the 21st century<< Objectives >>Our project has had three main objectives: 1) Achieve an education approach oriented to Sustainable Development through digital platforms in the STEAM field, which is a priority educational agenda in the global context. 2) Better understand its importance in the days of Covid-19 using the digital learning model, which is today's innovator. The education app (distance learning) ensures that education is accessible to everyone anytime, anywhere.3) Make the learning experience sustainable by making educational environments more interesting and fun for students through the use of digital technologies in learning processes. The project has provided schools with a pedagogical model and educational tools on a digital platform, with STEAM applications focused on the following areas: Internet of Things (IoT), Virtual Reality, robotics, 3D printing, Artistic View, artificial intelligence, design modelling and video games representing very popular sectors in the field of technology.<< Implementation >>We are a total of 8 institutions from 7 different countries: Spain (two partners), Croatia, Slovenia, Czech Republic, Turkey, Poland and Latvia. We have carried out: - 3 transnational meetings:TPM1- Spain: Kick-off meeting. 5-7/7/2022 TPM2- Czech Republic: Implementation seminar. 13-15/1/2023 TPM3- Latvia: Dissemination and Monitoring . 16-18/11/2023 - 3 LTT:C1-Slovenia: Digital Competent Teachers for Creative Digital Learners. 12-16/12/2022 C2 - Poland: Integrated DIGITAL STEAM Teaching for Secondary Schools. 10-14/7/2023 C3 - Croatia: STEAM AND TECHNOLOGY. 18-22/9/2023 - 3 Multiplier events:M1 - Spain: Kick-off Meeting. Virtual and face-to-face event,11-12-2023 M2- Turkey: Implementation. Virtual event, 28-12-2023 and face-to-face events, 5-12-2023 and 15-1-2024 M3 - Latvia. Dissemination and monitoring. Virtual and face-to-face event,16-11-2023 - 4 intellectual products:Output1-Turkey: STEAM Digital learning curriculum development Output 2- Slovenia: STEAM Pedagogical Digital Model (Creating STEAM related Training videos, simulations and games) Output 3- Spain: LEARN STEAM Pedagogical Digital Model (Ebook creation and assesment)Output 4- Poland: Next Generation Digital Learning Platform"" learnDIGIsteam.eu""<< Results >>The results we have obtained have been: 1) ABOUT THE SCHOOL AND THE EDUCATIONAL COMMUNITY IN GENERAL - Improves the quality of education: We have provided secondary schools with a common European model of enriched curriculum in the field of teaching STEAM subjects - Development of educational materials, resources and tools that integrate STEAM concepts in an interdisciplinary and practical way - We have achieved a school that promotes the use of digital technologies for learning, generating a safe and trustworthy environment -The image of the schools and its projection at local and regional level has been significantly improved - Strengthen international relationships by allowing students to have worked in teams with international peers2) IN THE TEACHING STAFF - Teacher Training: Has achieved new pedagogical strategies, STEAM teaching methodologies, and relevant technological skills- Acquisition of interpersonal skills, such as collaboration, teamwork, communication, and social awareness. 3) IN STUDENTS - Improved academic performance: Students have gained a deeper understanding of scientific, technological, mathematical, and artistic concepts- STEAM skills development such as problem-solving skills, critical thinking"
