<< Objectives >>Our goal is to boost secondary school students’ involvement in STEAM through interactive learning and a multidisciplinary STEAM approach thanks to modules composed of various formats with a special focus on the inclusion of girls and students with learning disorders. We aim to encourage students' self-recognition of their developed skills, fostering autonomous engagement through modules linked to the curriculum and offering educators easy-to-use and replicable resources.<< Implementation >>We will research a curriculum to build the results on and create 30 modules, each including a video, an adventure, a manipulation and a pedagogical sequence, exemplifying the educational benefits of these tools. We will produce a creation process guide and a workshop guide, both on how to create STEAM modules, and an implementation guide on how to effectively integrate the module content into classrooms, including tips for adapting the material to different environments and needs.<< Results >>We will provide a project curriculum, a creation process guide, a development workshop guide, an implementation guide and 30 STEAM modules, which each will include a short video detailing the historical context and significance of the topic, an interactive and digital adventure or virtual experience, a manipulation or experiment that students can practically perform and a pedagogical sequence for teachers, outlining how to integrate the video, adventure and manipulation into their lessons.
