<< Background >>During Covid period,the schools had to focus on 21st Century skills. Furthermore,the STEAM educational approach means that students who are taught under a STEAM framework are not just taught the subject matter but they are taught how to learn, how to ask questions, how to experiment ,how to create and how tosolve the problems, teenagers are into technology out of school, the fact that school doesn't keep up with technological development makes them lose interest on school activities. Thus we selected partners like Estonia , the Portuguese city hall, the university and TOYED, that all had expertise in digital contents. Our priorities were: Promoting interest and excellence in science, technology, engineering, and mathematics STEM/STEAM .Addressing digital transformation through development of digital readiness, resilience and capacity.During the pandemic distance learning became a lifeline for education.Digital technology offers entirely new answers to the question of what people learn, how they learn,and where and when they learn.Moreover motivating students is one of the major challenges that we teachers deal with every day. Concepts like students’ energy and drive to engage, to learn, to work and to achieve their potencial.<< Objectives >>In spite of the massive web 2.00 tools ,used to teach during this pandemic, 15 to 18 students haven't focused .They've always preferred interactingtheir peers on Social Media ,watching Netflix or playing online games. Thus,this project aimed at equipping education and training systems to face the challenges presented by the recent sudden ,shift to online or distance learning, including supporting teachers ,students, parents and all educational departments and integrating online STEAM activities. We aimed at promoting their digital competences and safeguarding the inclusive nature of learning opportunities. The goal was to reinforce the ability of education and training institutions to provide high qualified inclusive digital education. The focus was on building capacity to implement online ,blended and distance teaching and learning; to develop digital pedagogical competences of educators and students, enabling them to deliver high quality inclusive digital education; and to develop and/or use high quality digital content such as innovative online resources and tools, to foster deeper collaboration with universities and industry to develop STEM teachers’ skills.<< Implementation >>One of our goal was to create a mobile application, to learn through gamification, the most important goal in our project application, and includes AR, games, puzzles, videos, experiments and other materials, has improved as a result of the ideas of our stakeholder students throughout the project process. Two student groups, consisting of forty students from two schools that are our project partners, tried the application and made their evaluations by filling out the questionnaires sent to them in an effective and sincere manner, in order to guide the changes made. All the changes (playability, sounds, colors, characters, etc.) and updates made as a result of these evaluations were implemented by TOYED, and at the end of the process, the application became suitable for use by an average student in and is available to students all over the world. The application will continue to be updated by TOYED every six months as a result of user comments made on the Google Play Store, feedback from the teachers of the two schools involved in our project, and follower comments made in our project media. Thus, the information in the application will be kept up to date and will be accessible to more users.<< Results >>App and gamification elements, avatars,leader board, AR, Kits, Production and Management of the APK with integration Gamification.Intellectual outputs: List of required elements for an effective STEAM App including content and simulation. An international level of content and App which is applicable to improve Students STEAM and Green Skills.Gamified app platform including the following parts and quizzes and cultural information and fun activities dealing with questions about Science, environment,Active EU citizenship,flora & fauna and each country’s icons,etc. User test tools (online survey forms) to measure the performance of theApp and of the game. International level of assessment tools for the performance evaluation of the materials and simulation to test its applicability also in schools. We created and optimized the AR aided mobile app. according to the feedback we obtained from the students who tried and evaluated the app. all through the project. To evaluate the application consistently, questionnaires were created throughout the project process, and students who experienced the application evaluated the application according to determined criteria. There were multiplier events in Izmir, SaIzmir, Santarem .
