Module 1: Introduction to STEAM and Edutainment
Basics of STEAM education and the role of edutainment in making STEAM engaging, accessible and important.
- 13 Lessons
- 63 Students
Module 2: Implementing Game-Based Learning: Focus on Escape Rooms
- 8 Lessons
- 31 Students
Module 2: Implementing Game-Based Learning: Focus on Escape Rooms
Strategies for integrating game-based learning, specifically using educational escape rooms in STEAM education.
- 8 Lessons
- 31 Students
Module 3: Engaging All Students in STEAM
Inclusive teaching strategies, hands-on learning, using digital tools, and gamification to engage all students.
- 8 Lessons
- 17 Students
Module 4: Designing STEAM Curriculum and Lesson Plans
- 7 Lessons
- 17 Students
Module 4: Designing STEAM Curriculum and Lesson Plans
Creating STEAM curricula and lesson plans with a focus on edutainment approaches, including assessment strategies
- 7 Lessons
- 17 Students
Module 5: Implementing Educational Technology and Digital Tools in STEAM
- 15 Lessons
- 16 Students
Module 5: Implementing Educational Technology and Digital Tools in STEAM
Practical use of various digital tools and technologies in STEAM teaching.
- 15 Lessons
- 16 Students
Module 6: Schools experience on STEAM
Experimental STEM activities in school
- 14 Lessons
- 15 Students
Module 1: Introduction to STEAM and Edutainment
Basics of STEAM education and the role of edutainment in making STEAM engaging, accessible and important.
- 13 Lessons
- 63 Students
Module 2: Implementing Game-Based Learning: Focus on Escape Rooms
Strategies for integrating game-based learning, specifically using educational escape rooms in STEAM education.
- 8 Lessons
- 31 Students
Module 2: Implementing Game-Based Learning: Focus on Escape Rooms
- 8 Lessons
- 21 minutes
- Beginner
Module 3: Engaging All Students in STEAM
Inclusive teaching strategies, hands-on learning, using digital tools, and gamification to engage all students.
- 8 Lessons
- 17 Students
Module 4: Designing STEAM Curriculum and Lesson Plans
Creating STEAM curricula and lesson plans with a focus on edutainment approaches, including assessment strategies
- 7 Lessons
- 17 Students
Module 5: Implementing Educational Technology and Digital Tools in STEAM
Practical use of various digital tools and technologies in STEAM teaching.
- 15 Lessons
- 16 Students
Module 5: Implementing Educational Technology and Digital Tools in STEAM
- 15 Lessons
- 22 minutes
- Beginner
Module 6: Schools experience on STEAM
Experimental STEM activities in school
- 14 Lessons
- 15 Students