Available courses

Completing this course enables the participant to develop in the future, one or more online training actions, through the EASE.me platform.
It is a fundamental training to know not only the processes and methodologies to be implemented in the development of actions on the EASE.me Training Platform, but also the pedagogical principles that guide the training provided by EASE.
All professionals and organizations that have some specific knowledge and expertise in STEAM Education can train other colleagues, sharing their knowledge and disseminating good practices.
A certification that opens up a range of possibilities as a STEAM Education e-trainer throughout Europe and the World.

Video Meeting URL: jdh-njxr-qrf

Through the course "\STE(A)M activities that promote creativity in primary education with a focus on space science" participants will enrich their knowledge and skills on the topic and feel more confident to develop their own learning scenarios in the classroom. By implementing interactive activities, they will engage effectively, share their knowledge with other STE(A)M educators and learn more about teaching methods and digital tools that integrate innovation in primary education.


  • Includes synchronous and asynchronous training module.
  • Training dates:
  • It is offered for free.
  • Requires 7 hours of synchronous work and up to 10 hours of
       autonomous work.
  • Provides instruction and various digital tools to participants in
       order to develop creative STEAM activities for teaching space science.
  • Includes interactive activities and evaluation through peer-
       assessment and quizzes.
  • Gives the opportunity to participants to be part of a European
       Network of STEAM educators.
  • There is only one final deadline to complete all activities.
  • Offers a certificate following its successful completion.

Make a plant life to be beautiful. Measure and control temperature, humidity, soilmoisture, etc. Send data to the clouds and control your little greenhouse by your mobile phone. If you join and complete this course you will learn: basic of block programing, ...


How to maintain a plant life? Come and learn it! Use full spectrum of STEAM and build an automated mini greenhouse with us! Electronics, block programing, 3D design and 3D printing, vector graphics and laser cutting.

Brief assessment regarding: the organization, conduct and results of the training

Proposed objectives:
•    the development of educators' skills, necessary for the effective performance of certain tasks, in the process of personal and professional development
•    the use of innovative didactic strategies  for  integrating  the modern digital tools in STEAM activities
•    creating scientific learning scenarios (ILS) for classroom application

This course promotes the acquisition of skills in the STEAM field and offers the opportunity to conduct scientific experiments in virtual space, to group collaborative and learning activities to implement modern teaching and assessment methodologies, focusing on the trained individual.
The Go-Lab platform is a source of free educational resources for various subjects, which can be used in the classroom.
Graasp is a platform for editing lesson plans with interactive content and a flexible structure where information is organized hierarchically.
One of the advantages of the Graasp platform (https://graasp.eu) is that from the personal account there is a link button to Google classroom where you can send the address of the lesson to the students' classes in order to go through the attached information.
The course is designed as a useful tool, available to everyone who wants to create scientific lesson plans, and educators must mobilize all their intellectual resources so that the final product meets their current needs.
  The proposed course will take place through:
- synchronous and asynchronous participation on the Google meet and Graasp platform http://graasp.eu , where the participants will work directly to achieve the tasks corresponding to the four proposed modules.
- individual study of the proposed materials - tutorials uploaded on the platform
- online discussions and seminars
- interactive exercises.
This platform has:
- possibility to edit documents,
- application configuration,
- Chat channel for communication with participants and between participants,
- possibility of inviting members (teachers, students) to an activity or lesson,
- Distributing the created activity or lesson to the learners.
  This course aims to train all participants in the use of interactive means and methods in class by integrating the tools offered by the Go-Lab and Graasp platforms, in the created lesson plans and sharing them with classmates, with colleagues from the school and from another schools .
-- The final evaluation will consist of:
- Posting the address of the lesson plan adapted to the class level, on the Padlet course page
- evaluation by each participant of two lesson plans directly from the Padlet page by filling in a form
- Participant testimonials on the www.padlet.com platform, for each of the modules.
- Application of a feedback form at the end of the course - Google form/ EducaPlay


  1. Resources Go - Lab
          • Examples of practical applications and laboratories based on STEAM education identified on the Go-Lab platform (Learning through discovery)
           IceBreaking - How does it differ from other platforms?
  2. Description, presentation and example of applications and virtual laboratories
        Ways of curricular integration of applications and  virtual laboratories in the lesson plan
    -STEAM sample activities that can be introduced in a lesson plan and that focus on real-world issues.
    Examples - team activity of 4 educators – Jamboard
  3. Basic technical aspects, overview of the Graasp editing platform, Communication and collaboration in the virtual space - Creating an account and allocating a space for a STEAM activity,
  4. Creating and uploading some materials (documents, multimedia presentations, documentary films, web addresses), in the plan of the proposed activity, Sharing with the colleagues
  5. STEAM activity plan - the allocation of two phases, the addition and configuration of applications and laboratories in the activity plan (conceptual map, hypotheses, puzzle, short quizis)
  6. Adaptation of a lesson plan copied from the Go-Lab platform in the personal Graasp account (see the tutorial posted on the course page) corresponding to the discipline taught or interdisciplinary, the integration of the STEM activity in the lesson plan
  7. The stage of transfer and practical application in the classroom
    Invite the colleagues  at the lesson plan  and  solving two of the tasks.
           Viewing and testing in “ Show Standalone view-
  8. Peer to peer - Feedback at the end of the course - What did I learn? How do I make use of the accumulated knowledge? Recommendations for future training activities. Google form/ EducaPlay.

Teaching the STEAM disciplines (Science, Technology, Engineering, Art and Mathematics) in an interdisciplinary and transdisciplinary key is fundamental for the development of the skills necessary to face the complexity of today's world.
To design learning experiences involving STEAM the course proposes the Creative Learning approach which emphasizes the use of imagination, curiosity and experimentation to promote meaningful learning. During the course, we will explore the four pillars on which creative learning is based: Projects, Peers, Passion, Play. People learn best when they are actively involved in meaningful projects, inserted in a social context, in environments where there is the possibility of experimenting, testing the limits, taking risks, trying and trying again, and having fun, in a playful context.

In the final workshop learning experiences integrating the principles of the constructionist paradigm will be used to design a Creative Learning Unit. Participants will be asked to explore existing educational experiences; subsequently, they will be stimulated to modify existing Learning Units or to create new ones according to the competencies to be developed. Finally, they will be invited to reflect on how to integrate the principles of the 4 Ps (Play, Projects, Passion, Peers) and to share the final product with the other participants.


  • Creative Learning
  • Constructionism
  • Sustainable development
  • Technologies that support creative learnin
  • Designing for all with 4P: Passion, Play, Peers, Projects
  • Working in team
  • Inquiry-based learning
  • Project-based learning

The aim of this course is to empower STEAM teachers to use story scenarios in teaching the Scratch programming language. 'Storytelling and Scratch' provides the opportunity to explore basic computational concepts and to build foundational skills in story development using coding. 


The aim of this course to teach foreigners about the Hungarian culture. The course contains four areas: history and literature, classical music, folk music and fine arts.


  • Culture,
  • music,
  • fine arts,
  • literature,
  • history,
  • Hungary, 
  • art education,
  • for foreigners

This course is about getting familiar with computational thinking, its benefits and how it can be implemented in Preschool Education. You will be able to get in touch with good practises and design your own activity as well.
Completing this course enables the participant to develop in the future, one or more online training actions, through the EASE.me platform.


  • Synchronous training module (Google Meet);
  • Training dates:
  • 6 hours of synchronous work and 6 hours of autonomous work;
  • Become a certified EASE e-trainer;
  • Achieve the possibility of developing training actions on the EASE.me platform for our European community of STEAM Educators;
  • Share your knowledge about Computational Thinking in Education;
this course aims to help you to map your plan - the mapping will show your idea - it can help you to put your thinking in a model can be shown

  • build a model of your idea
  • set the parameters

During this course, you will have an opportunity to learn about ways to engage students in STEAM education that is focused on problem solving. You will learn how to identify the needs of the students, and what they find relevant in their own lives. This approach can help you innovate in your own classroom and foster your student to find education more meaningful and practical. Moreover, this course can help you understand the difference between multidisciplinarity and interdisciplinarity in order to help your students understand the collaborative value of science, rather than focusing on particular school subjects.


  • Learn how to identify what's important to your students - what do they WANT to learn?
  • Learn how to engage students in solving problems
  • Change your perspective on teaching STEAM sciences
  • Develop new ways of collaboration
  • Learn how to develop teamwork among students
  • Learn how to help students improve their knowledge in STEAM areas
  • Learn how to create a multidisciplinary lesson
  • Learn how to evaluate individual achievements in group work

This training aims to encourage the school to immerse the school in the STEAM approach through 2 paths, teachers’ path, and student path. Participants will learn
how to involve students in useful and stimulating learning activities, in which Science, Technology, Engineering, and Mathematics (the basic components of STEM education) connect with the Arts in a broader sense. Through STEAM, students can explore and experience the relationships between school subjects and real life, and have more chances for crossdisciplinary dialogue, inquiry, projects and problem-solving.


  • -10 hours
    - from.....to....
    - start at2 PM to 5:30 PM

  1. Identify the advantages of STEAM approach
  2. Identify the STEAM approach
  3. Identify the STEAM pillars
  4. Engineering designing process skills
  5. Integrate subjects in STEAM
  6. How to start a STEAM PROGRAM in your class
  7. 1st step to be a STEAM teacher

Without effective teamwork, productivity and quality of work will likely suffer, even with a group composed of multiple brilliant individuals. Likewise, without effective teams, so by ending of this course you will be able to build a teamwork and enjoy a productive work.


  • Synchronous training module (on Zoom);
  • 6 hours working and training with your group;
  • maximum of 12 persons;
  • share your knowledge and talante;
  • be brave to go out of your comfort zone and build your team.