
HOW TO RUN A HACKATHON
A hackathon is an event, usually hosted by an organization, where participants get together for a short period of time to collaborate on a project using digital applications. Hackathons are often competition-style events where a project must be completed in a short time frame. Apart from the competition aspect, many hackathons also host workshops, and guest speakers, and
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EMPOWER STEAM EDUCATION WITH AI
Artificial intelligence (AI) holds tremendous promise to improve our educational systems. AI can provide customized learning for students and give teachers more time to focus on the most important aspects of education. MATERIAL: The Presentation for the activity (pdf.) SOURCES: Created by Angela Cotoara
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STEAM ROLE MODELS IN COLLABORATIVE CLASSROOM
Role Models’ visits provide opportunities for collaborative work offering students a multiplicity of authentic learning tasks. The collaborative classroom is alive with two-way communication. A major mode of communication is dialogue, which in a collaborative classroom is thinking made public. MATERIAL: The Presentation for the activity (pdf.) SOURCES: Created by Angela Cotoara
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Elisa Leonida Zamfirescu
Students will discuss the topic: Original technical and scientific contribution of Elisei Leonida in the field of engineering Elisa Leonida Zamfirescu (b. 10 November 1887, Galați – d. 25 November 1973, Bucharest) was a Romanian engineer and inventor, head of the laboratories of the Geological Institute of Romania. She was a member of the General
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Teacher for a day!
The students of a scientific high school will have to improvise teachers to younger students who still have to choose which high school. The aim is to explain why it is important to choose STEAM subjects. TYPE OF THE ACTIVITY: Simulation Game DURATION: 45 minutes TEACHING AID: Computers, tablets or smartphones. Internet connection. TEACHING PRACTICE
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The best 10 scientists!
The aim of the game is to make a classification of the 10 best scientists and inventors in history. It will be interesting to see how the students decide to make this classification and how they will comment on the result obtained TYPE OF THE ACTIVITY: Game DURATION: 45 minutes TEACHING AID: Computers, tablets or
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Who is?
The game consists in the recognition of photos of both female and male figures that have had relevance in the study and in the discoveries of STEAM subjects TYPE OF THE ACTIVITY: Game DURATION: 45 minutes TEACHING AID: Computers, tablets or smartphones. Internet connection. TEACHING PRACTICE (STEP BY STEP): The game consists in seeing the
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Gender Equality Index
Graphs and indexes on gender inequality in the European Union. TYPE OF THE ACTIVITY: Website page DURATION: 45-50 minutes TEACHING AID: Computers, tablets or smartphones. Internet connection. TEACHING PRACTICE (STEP BY STEP): The page of “European Institute for Gender Equality Home” can show the situations of gender inequality in EU and help to understand where
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Does the glass ceiling still exist?
Explanation of what the “glass ceiling” is and how it works TYPE OF THE ACTIVITY: Video DURATION: 30-45 minutes TEACHING AID: Computers, tablets or smartphones. Internet connection. TEACHING PRACTICE (STEP BY STEP): Learning a concept and understanding how to interpret a data: data aren’t just number, and understand the situations behind the number is important.
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Female in STEM. We need more!
The video is a direct testimony of a woman studying and working in the STEM field. TYPE OF THE ACTIVITY: Video DURATION: 45 minutes TEACHING AID: Computers, tablets or smartphones. Internet connection. TEACHING PRACTICE (STEP BY STEP): Video can help young girls who want to pursue scientific studies and motivate them not to give up.
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