RESOURCES

The project will produce results available in the 4 languages of the partnership (EN, FR, BG and HG).

GOAL: By employing methodologies, such as “game-based pedagogies” and “experiential learning”, as well as by assimilating the concept of “manipulation through history”, the project Steam builders in times aspires to bring a hands-on math approach in primary education classrooms.

Guide - Manipulating math through history

Through this activity we intend to create a guide to help teachers use historical heritage to explain and contextualise Mathematical concepts. We will not only explain how STEAM theory can be applied to heritage, but we will also talk about how these theories were first thought of, the context and consequences they had on our society’s evolution. This will give sense to the importance of learning STEAM subjects. This guide will help teachers adopt a cross-curricular approach and link the STEAM curriculum with European heritage and principles in History.

This guide is meant to be practical and user-friendly, with a clear structure and concrete in-situation explanations, to facilitate daily use by the target groups.

Special attention will be given to making this guide. All the other materials provided inclusive and user-friendly for pupils with Specific Learning Disorders (SLD) such as Dyslexia, Dyspraxia, etc., but also for any pupil that is part of the groups most likely to fall behind in STEAM subjects; young girls, pupils with fewer opportunities, etc. to make those educational materials available to the widest array of students possible.

Manipulation blueprints

To support teachers in adopting this positive approach of using experiments linked with heritage to teach STEAM, we will provide them with the appropriate tools and ready-to-use materials. Indeed, there is a lack of valuable and precise experimental manipulations that can be used in the curricula. Therefore, we intend to provide concrete exercises and manipulations with detailed blueprints and instructions on how to build the tools needed. These exercises and manipulations will be designed to provide all the information needed for a teacher: level, topics, type of usage (introduction, improvement, final activity), time, type of activity but also plans, graphic representations of manipulations to reproduce, scale models or building blocks of activities. On a practical level, all materials will be designed to be reusable as much as possible. Each partner will therefore create 12 manipulations/blueprints that will later be linked with pedagogical material in the following activity in which ideas on how to use them and put them in the context of a lesson will be given.

Pedagogical material

We will produce pedagogical material corresponding to every blueprint with explanations on introducing the materials in the lesson (introduction, application, revision, examination). This output will thus come in the form of pedagogical material detailing the outline of a lesson and the activities realised in it, some of them using the props and materials created in the practical sheets. We will design these pedagogical materials as examples of how to structure a lesson by integrating the blueprints and activities created in the previous activity. They will be there to illustrate the possibilities of usage, explain those usages, and give an example of the integration processes and use of the materials developed in the manipulation blueprints. The materials will be available online, duplicable, and modifiable by teachers, education professionals, or any interested third party.

The STEAM in Times project is co-financed by the ERASMUS+ program of the European Union, and will be implemented from January 2023 to December 2023. This website and the project content reflects the views of the authors, and the European Commission cannot be held responsible for any use which may be made of the information contained therein.

(Project code: 2022-2-BG01-KA210-SCH-000097380)

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