English
<< Background >>From the initial stages of conceptualizing the project application, the project partners identified a shared issue - a lack of knowledge and understanding surrounding green thinking and sustainable development among students. This deficiency is evident in their test results. Moreover, a comprehensive and engaging methodology to teach these topics to young individuals is sorely lacking. An immense challenge lies in enhancing students' proficiency in natural sciences and digital skills. It became apparent that there is an urgent requirement to create activities and materials that embrace a STEAM approach. This approach would effectively combat the high rates of failure and disinterest that plague all partner schools to varying degrees. Additionally, developing a collection of lesson plans that emphasize the importance of creating a sustainable environment and align with national curricula would be invaluable. With this in mind, the idea emerged to formulate 12 digital lesson plans with a strong focus on a sustainable environment. Finally, the project team recognized the significant importance and utility of an interactive and educational game, which would integrate the implemented activities, knowledge, skills and understanding.<< Objectives >>Through implementation of training in the field of environmental sustainability, our project partners aimed to contribute significantly to the realization of the priorities of the European Green Course. We placed special emphasis on integrating STEAM into our training methods to truly harness its potential. Furthermore, all partners collaborated to develop a joint digital game and lesson plans that demonstrated viable solutions to environmental problems. We were also committed to promoting diversity and inclusivity among students throughout our project activities. Our primary vision encompassed several goals: enhancing teachers' qualifications, expanding students' knowledge of sustainable environments, improving learning outcomes in STEAM subjects, fostering the exchange of experiences to enhance digital and foreign language skills, nurturing interest, motivation, and self-initiative on environmental and climate issues, promoting intercultural dialogue and multilingualism, advocating for inclusive education, and championing diversity among students. By addressing the needs of the 21st century and providing opportunities to cultivate skills essential for effectively tackling future challenges.<< Implementation >>Project activities were divided into three mobilities, with each partner country hosting one mobility. The objective of these activities was to establish a foundation for creating 12 lesson plans and a digital educational game. The activities encompassed various environmental topics, including reducing emissions, implementing energy-saving measures, promoting clean energy, restoring forests, protecting biodiversity, addressing issues related to clean water, air, and soil, mitigating environmental risks, urban planning, and assessing and conserving biodiversity. The activities incorporated a STEAM approach. Before the start of each mobility, partners had already developed four lesson plans, which included detailed project activities, handouts, and presentations. These four project activities were realized for both teachers and students of the host country, as well as the two sending countries. Following the mobilities, partners returned home and executed these activities in the form of local initiatives within their communities.After assessing and evaluating all international mobilities, collaborative efforts were initiated to create 12 lesson plans and digital game.<< Results >>The project resulted in the creation of two tangible products: a digital educational erudition game on environmental issues and 12 lesson plans in the form of an e-book. These materials are open-source and can be used by anyone. Links to the products are available on various websites, including the project blog, project Facebook account, and school websites. The materials include activities, projects, and tests on sustainability issues that cover a range of subjects such as science, information technology, mathematics, engineering, and art. The project has had a positive impact on teachers' qualifications, students' knowledge, and attitudes towards the environment. It has also generated an increased interest in STEAM subjects. The project has enhanced digital and foreign language competence and facilitated the sharing of experiences in solving environmental problems among partner countries. It has also fostered intercultural dialogue, multilingualism, internationalization, and inclusivity among students.
