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<< Background >>The School to Farm project addresses a critical gap in environmental education in both formal and informal learning environments. Traditional methods often fail to prepare students for urgent environmental issues. This initiative emphasizes hands-on education, which is increasingly in demand. Research shows that direct interaction with nature improves understanding of complex concepts, and by using farms as active learning spaces, the project fosters ecological literacy. Educational systems frequently compartmentalizes subjects, limiting interdisciplinary connections. The project promotes an interdisciplinary approach essential for grasping the links between ecology, agriculture, and technology. Through engaging, gamified activities, it captivates students and enhances their critical thinking skills. Moreover, many schools lack structured extracurricular activities and resources for game-based learning. By equipping teachers with essential tools and training, the project empowers them to effectively utilize outdoor settings for experiential learning. Ultimately, the project prepares students to engage with agriculture and sustainability, cultivating environmentally conscious individuals ready to face pressing challenges.<< Objectives >>The project's main goal was to address climate change by raising environmental awareness and aligning with the EU Green Deal. It sought to enhance the quality of school education through the integration of STEAM and nature pedagogy. Key objectives included designing open educational resources for farm-school collaborations, creating a competency framework for using farms as ecological learning environments, and providing practical teacher training in environment-oriented educational games. Additionally, the project aimed to develop game-based, digitally enriched learning resources for farming education. By promoting farms as educational environments, the project sought to empower both schools and farmers, fostering interdisciplinary learning and ecological literacy beyond geographical boundaries.<< Implementation >>In our project, we implemented five key work packages: WP1. School to Farm Competency Framework for Teachers and Farmers: we developed two frameworks for using farms as ecological and pedagogical environments within the STEAM discipline; WP2. Game-Based and STEAM-Focused Learning Resources: we created interdisciplinary, innovative educational curriculum for farming education, integrating the STEAM approach entitled EcoSTEAM Explorers: Unveiling Nature's Wonders; WP3.Digitally-Enriched Educational Games: we developed digital games focused on farm-based environmental education to promote interactive learning; WP4. Dissemination and Exploitation: we promoted the project's outcomes to relevant audiences, including teachers, students, farmers, and educational organizations; WP5.Project Management: we ensured smooth coordination, monitoring, and management of project activities. We provided all the STEAM-based farming educational resources and game-based activities in an extracurricular learning format, tailored to meet the needs of our target groups.<< Results >>The project produced several concrete outputs and results:Competency Framework for Teachers: This framework provides an overview of farm-based STEAM education, translated into 5 national languages.Competency Framework for Farmers: It defines how farmers can engage with STEAM education, translated into five languages. School to Farm Project Practice Examples: This resource gives teachers practical knowledge on agriculture and STEAM topics.EcoSTEAM Explorers: Unveiling Nature's Wonders Curriculum: A curriculum designed to integrate STEAM and nature pedagogy, translated into five languages.Focus Group Online Meeting with Experts: Held to discuss the relationship between sustainable agriculture, technology, and education.LTT Event: Focused on sustainable agriculture and ecological problem-solving.Six Online Games: Developed in the context of farm-based environmental education.Teacher Training: Provided to support teachers in implementing the resources.Three Transnational Project Meetings: Held to initiate, develop, and review educational resources and online games.Dissemination-Communication and Impact-Exploitation Documents to share results, inform the public, monitor implementationMultiplier events to disseminate outcomes
