
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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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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Mathematics Test Model. Upper secondary level. Includes a self-report evaluation of students’ self-confidence about their STEAM performance
This test is resource for Math teachers’ for promoting equal learning experiences and evaluations reducing gender stereotypes in STEAM. The test consist in six mathematic problems, two for each of the following topics: matrices, geometry in space and probability. In every problem there is a self-evaluation. TYPE OF THE ACTIVITY: Test DURATION: Variable. Each problem
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Boosting students’ self-confidence in STEAM performance
This infographic gives teachers’ a general idea about how to teach with a gender perspective. Some practical guidelines based on recent research are given. These guidelines are suggestions and recommendations for encouraging girls’ interest in STEAM education, attending to class dynamics, promoting equal learning between girls and boys, and designing gender inclusive evaluation processes TYPE
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Guidelines for fostering gender equality in Steam teaching
This infographic gives teachers a general idea about how to teach with a gender perspective. Some practical guidelines based on recent research are given. These guidelines are suggestions and recommendations for encouraging girls’ interest in STEAM education, attending to class dynamics, promoting equal learning between girls and boys, and designing gender-inclusive evaluation processes TYPE OF
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The Wheel game
The idea of the BBC TV game THE WHEEL was developed into a PowerPoint E-STEAM Assessment Game. The game contains some quiz elements related to S T E A M subjects’ knowledge. It is a game to be used to review the knowledge about famous women/men in STEAM. It is a fun game that the
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