English
<< Background >>The project was initiated to tackle the growing need for innovative and engaging STEM education. Traditional teaching methods often fail to capture students’ interest, leading to declining motivation and performance in STEM subjects. The challenge was particularly evident in the low participation of girls and students from disadvantaged backgrounds. Additionally, educators lacked accessible and user-friendly digital tools to integrate modern technologies, such as augmented reality (AR), into their teaching practices. The project aimed to bridge this gap by developing interactive AR-based learning materials, empowering teachers with innovative methodologies, and fostering a more inclusive STEM learning environment. Through extensive research and collaboration, the project addressed the lack of engaging STEM resources, provided tools for educators and trainings to schoolchildren, and introduced AR technology as a transformative tool to make STEM subjects more attractive and accessible to students.<< Objectives >>-To increase schoolchildren's participation and interest in STEM subjects-To raise awareness and draw attention to technology use importance in schools at local, national, and international levels-To increase the quality of the educational process of schoolchildren and teachers -To provide proper tools to schoolchildren and teachers -To create and promote tools and guides for local and Europe-wide usage to assist in the school shift toward digitalization -To increase the quality of the school education in the countries involved -To increase the cooperation among different European entities working in the field of education and technology development -To establish cooperation and partnership at the European level. -To develop and to promote STEM competencies for schoolchildren -To promote a European up-skills pathway, carried out in different countries for using augmented reality in different spheres -To increase the quality of the technological knowledge of the partners involved and their stakeholders -To promote a lifelong upgrade of competencies by teachers in the technological field<< Implementation >>- Cross-country research: literature review, teachers survey, schoolchildren survey - Methodology on how to use augmented reality for STEM teaching - 3D models on specific STEM topics - QR codes to AR exercises with 3D models for specific STEM topics - Virtual environment as an open library - Guide on how to use the platform and the files created - 30 national workshops with 900 schoolchildren - International schoolchildren competition - European sustainability plan and recommendations on augmented reality use in other sectors<< Results >>- Comprehensive research on STEM education challenges- Guidelines and methodology for teachers on using AR- 40 Augmented Reality (AR) files on STEM topics- 40 QR codes and markers- Virtual Learning Environment- 30 national workshops- International schoolchildren competition- 12 best practices identified- Sustainability plan and recommendations (guidelines for integrating AR into various educational sectors)
