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Explore you abilities: Erasmus+ project

OUR AIM: Integrate SEN students in school life and society and increate their STEAM performance thorough an interdisciplinary approach and using a new pedagogical method: game-storified laboratories.

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Courses
Research report

An analysis of Parental, Teachers and Specialists Perspectives on STEAM Education applied to SEN Learners. The survey carried out in Romania, Latvia and Cyprus aimed to gather insights into various aspects of STEAM education, including parental involvement, teacher strategies, student challenges, and the overall effectiveness of educational practices.

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Handbook - Innovative pedagogies in teaching STEAM to SEN students

The handbook purpose is to identify the most innovative and adequate pedagogies for interdisciplinary STEAM study fields applied to Special Educational Needs children. The handbook it is divided by SEN categories and disorders.


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Optional extra-curriclum

The scope of this result it's adaptation of school curriculum to the needs of SEN students facing with STEAM subjects learning. The  new and innovative study fields implemented into partners' schools are: Explore math through economy; Explore sciences through culture and environment; Explore digital environment through art.

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21 game-storified virtual laboratories

The eLearning platform will contain 21 digital activities which will use game storified virtual laboratories, innovative technique to prepare the content for the new 3 learning fields from curriculum aiming to increase STEAM skills for typical and SEN children. The activities will increase the motivation to learn and engagement.

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Explore your World Festival Manual

The festival manual will present 15 activities which will increase the practical interdisciplinary STEM competencies together with cultural - artistic expression and socio-emotional abilities for non-typical children performing with typical children. The activities will be developed using the game-storified laboratories method in real environment.

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Main indicators

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Children applying game storified laboratories in class
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Children preparing festival activities
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External invites on festival activities
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Minimum number of unique visitors of our web-site
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Project partners

Our partnership it is created by a mix of partners which can achieve the project goal and objectives. We involved schools who is training SEN students and typical children but also other partners types which come with diverse expertise related to project activities.

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CONIL School
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Riga 5-th school
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Apostolos Varnavas Ammochostou

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EDUFOR
Edufor it is a SME active on Erasmus+ projects for all educational fields and having its main purpose digital education through e-learning platforms and digital content.
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subotica
Open University Subotica
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Austrian Association of Inclusive Society
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Project innovation

The project innovation comes to describe an educational formula which will be applied both into digital and face to face environment aiming to integrate special needs kids with typical children in real life and learning environment. The new educational method proposed by project it is named "game-storified laboratory" and will be tested during the project activities. Each such activity consists in a sequence of story, followed by an experiential laboratory and then continued with the story. The experiments will be gamified through giving scores and other gamifications elements. The main educational components of the methods are below:

Gamification
Gamification in learning is the use of game elements, like points, levels, badges, and challenges, to make educational experiences more engaging, motivating, and interactive. It aims to increase learners' interest and improve retention by incorporating fun, reward-based elements into educational activities
Storytelling
Educational storytelling is the use of narrative techniques to teach concepts, ideas, or skills. By embedding information within a story, it helps learners connect emotionally with the content, making complex ideas more relatable, memorable, and engaging.
Laboratory
A laboratory is a controlled setting equipped for scientific research, experiments, and testing. It provides tools, equipment, and conditions necessary for conducting investigations and analyzing data. The aim of a laboratory is to foster discovery, validate theories, and develop practical applications of scientific principles.