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Empowering Future Innovators through STEAM is a comprehensive Learning Path designed to equip educators, trainers, and enthusiasts with the knowledge and skills necessary to foster innovation in learning environments through STEAM (Science, Technology, Engineering, Arts, and Mathematics) education. This self-paced Learning Path delves into key principles, pedagogical approaches, and practical strategies essential for implementing effective STEAM learning experiences.
- Key Principles and Pedagogical Approaches in STEAM Education where participants will explore the foundational concepts that underpin STEAM education. This module examines interdisciplinary teaching methodologies, the significance of integrating arts into traditional STEM subjects, and the importance of nurturing critical thinking and creativity among students.
- Empowering Future Innovators through STEAM Education focuses on cultivating an innovative mindset in learners. Participants will learn how to design curricula that promote experimentation, problem-solving, and collaborative learning, enabling students to become proactive innovators capable of addressing real-world challenges.
- Pedagogical Frameworks for STEAM Implementation examines various frameworks and models that support effective STEAM education. This topic covers best practices for integrating STEAM into different educational settings, including effective lesson planning, innovative assessment strategies, and leveraging technology to enhance learning outcomes.
- Embracing student-centered learning is pivotal in fostering innovation within STEAM education where participants will gain actionable insights from experienced educators. This module provides practical guidance on implementing STEAM initiatives successfully, overcoming common obstacles, and sustaining high levels of student engagement over time.
Throughout the Learning Path, participants will engage with interactive content, case studies, and self-assessment tools designed to deepen understanding and practical application of STEAM principles. Being an asynchronous MOOC, the course offers the flexibility for learners to progress at their own pace, accommodating their individual schedules and learning preferences.
By the end of this Path, participants will have developed a robust understanding of STEAM education and acquired the tools and strategies necessary to empower the next generation of innovators. Whether you are an educator aiming to enhance your teaching practice or a professional invested in the advancement of STEAM education, this course provides valuable insights and practical experiences to support your objectives.
- Teacher: EASE Academy
- Design STE(A)M education activities
Creativity Pathways in STEAM Education is an innovative asynchronous Learning Path designed for educators committed to enhancing their teaching practices within the STEAM (Science, Technology, Engineering, Arts, and Mathematics) framework. This self-paced Learning Path empowers educators to infuse creativity into their group activities, fostering an environment where students can develop critical thinking skills and embrace holistic learning experiences. Participants will explore four comprehensive topics:
- Understanding the Role of Creativity in STEAM Education: Delve into the fundamental importance of creativity in STEAM education. This topic examines how creative thinking propels innovation and problem-solving, essential components in preparing students for the complexities of the modern world. Educators will learn about the impact of creativity on student engagement and achievement.
- Integrating Creativity into Teaching and Assessment: Discover strategies for embedding creativity into daily teaching practices and assessment methods. This section provides practical approaches to designing lessons that encourage imaginative thinking and to developing assessment tools that capture students' creative processes and outcomes. Educators will gain insights into fostering a classroom culture that values originality and experimentation.
- Strategies for Implementing Arts Integration in STEAM Classrooms: Explore effective methods for integrating the arts into STEM subjects to create a more interdisciplinary and enriching learning experience. This topic offers guidance on planning and executing lessons that seamlessly combine artistic expression with scientific and mathematical concepts. Teachers will learn how to facilitate projects that promote collaboration, innovation, and a deeper understanding of content.
- Innovative Assessment Strategies Transforming Evaluation for Holistic Learning Outcomes: Examine forward-thinking assessment strategies that move beyond traditional testing. This section highlights the importance of evaluating students in a manner that reflects their overall development, including creativity, critical thinking, and collaborative skills. Educators will learn how to design assessments that provide meaningful feedback and support continuous growth.
Benefits of the Course:
- Flexibility: As an asynchronous Learning Path, participants can engage with the material at their own pace, making it ideal for busy professionals.
- Practical Application: The course offers actionable strategies that can be immediately implemented in the classroom.
- Collaborative Learning: While self-paced, the course encourages interaction with a community of like-minded educators committed to advancing STEAM education.
- Teacher: EASE Academy
- Understand and use teaching and learning techniques that promote STE(A)M education
Embark on a transformative educational journey with our asynchronous Learning Path, "Merging History with STEAM Education." This pioneering course is designed for educators, historians, and lifelong learners who seek to enrich their teaching practices and knowledge base by integrating the principles of Science, Technology, Engineering, Arts, and Mathematics (STEAM) with historical content.
The first topic, "Introduction to the Integration of History and STEAM Education," will lay the foundation by exploring the symbiotic relationship between history and STEAM. You will learn how these interdisciplinary approaches can create a more engaging and holistic learning experience for students, bridging the past with modern technological and scientific advancements.
In the second topic, "Exploring Historical Moments through STEAM Applications," we delve into key historical events and eras, analyzing them through the lens of STEAM. From the engineering marvels of Ancient Rome to the technological breakthroughs of the Industrial Revolution, this module provides a unique perspective that marries historical storytelling with technical insight.
The third topic, "Implementing Historical Themes into STEAM Projects," offers practical guidance on designing and executing educational projects that embody historical themes. You will be equipped with strategies to create hands-on, minds-on activities that not only teach STEAM concepts but also bring historical moments to life in the classroom.
Lastly, "Developing Historical Context Using Technology in STEAM Projects" focuses on the role of modern technology in recreating historical contexts. This topic provides you with the tools to utilize virtual reality, augmented reality, and other cutting-edge technologies to develop immersive, interactive historical environments.
Through these applications, students can experience history in ways previously unimaginable. By the end of this course, you will gain a comprehensive understanding of how to effectively merge history with STEAM education, providing you with innovative methods to inspire and engage your learners.
Join us in this self-paced, enriching educational experience to revolutionize the way history and STEAM are taught and learned.
- Teacher: EASE Academy
Unlock the borders between creativity and technology in our engaging self-paced course, Creative Coding and Digital Art. Designed for artists, technologists, and curious minds alike, this asynchronous MOOC invites participants on a transformative journey through the emerging landscape of digital creativity.
Begin with "Introduction to Creative Coding and Digital Art," where participants will grasp foundational concepts and historical contexts that define this vibrant field.
Building on this base, delve into "Exploring the Intersection of Art and Technology in Creative Expression", examining how traditional artistic values intertwine with modern technological advances to facilitate novel forms of expression. Participants will gain hands-on experience with "Exploring Visual Programming Environments for Artistic Expression" learning to leverage tools that democratize the coding process for artistic creation.
The course transitions to more advanced concepts with "Exploring Generative Art Techniques with Code" where you will master algorithms and randomness to create captivating visual compositions. The focus then shifts to "Interactive Installations: Merging Code with Physical Spaces" where learners will envision and design installations that encourage audience engagement.
This theme continues with a series of modules that dissect user experience in art through interactivity. You’ll explore "Exploring Interactive Installations: Merging Art with User Experience" dive into "Merging Coding with Physical Art" and ultimately engage with the concept of "Exploring Interactive Installations: Merging Art and Technology".
With comprehensive resources, video lectures, and practical assignments, Creative Coding and Digital Art encourages artists to expand their creative horizons and incorporate technology into their practice. By the end of the course, participants will possess the knowledge and skills to create innovative digital artworks that captivate and inspire, bridging the realms of art and technology.
Join us today and begin your journey into the future of creativity!
- Trainer: EASE Academy
Welcome to the Low-Cost STEAM Activities Course!
In this course, you'll explore creative and affordable ways to bring Science, Technology, Engineering, Arts, and Mathematics (STEAM) into your classroom, community, or home. STEAM education encourages critical thinking, problem-solving, and innovation, preparing learners for the real-world challenges of tomorrow. However, integrating these subjects can sometimes feel expensive or resource-intensive. That’s where this course comes in!
What you can expect:
- Practical, hands-on STEAM activities that use easily accessible, low-cost materials.
- Step-by-step guides to engaging experiments, projects, and challenges suitable for all ages.
- Insight into how each activity supports core STEAM concepts.
- Tips on how to foster collaboration, creativity, and curiosity with minimal resources.
Whether you're an educator, parent, or STEAM enthusiast, this course will equip you with tools and ideas to inspire learners without breaking the bank. Let’s dive into the world of STEAM and show how innovation doesn’t need a big budget—just big ideas!
- Teacher: EASE Academy
- Teacher: Mariapia Borghesan
- Ensure active engagement of learners in STE(A)M Education.
Completing this course enables the participant to develop in the future,
one or more online training actions, through the EASE Academy.
It
is a fundamental training to know not only the processes and
methodologies to be implemented in the development of actions on the
EASE Academy, 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.
- Trainer: EASE Academy
- Understand and use teaching and learning techniques that promote STE(A)M education;
- Act as a mentor in STE(A)M education activities;
- Understand what STE(A)M education represents and means;
- Select and use appropriate content and tools for STE(A)M education;
- Design STE(A)M education 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.
- E-Trainer: EASE Academy
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.
- E-Trainer: EASE Academy
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.
- Trainer: EASE Academy
This online course is designed for STEAM educators from across the world who are interested in learning Python programming starting from scratch. The course will consist of 4 takes (chapters), with each take having 4 sessions. By the end of Take 4, participants will be able to integrate Python with AI and build simple yet interesting algorithms. But this is only Take 1. 4 sessions in one month. After this, Take 2 will be open.
This first part of the course is just the beginning of a transformative journey towards technological knowledge for educators. By gaining proficiency in Python programming, participants will unlock a wide range of opportunities not only in their classroom but also in their personal growth as industry-leading educators.
As everyone progress through the subsequent takes of the course, everybody will delve deeper into the intricacies of Python and its integration with AI, empowering them to create innovative educational solutions and explore the emerging fields of machine learning and artificial intelligence. With each session, trainees will build upon their knowledge, culminating in the ability to develop interesting algorithms and harness the power of AI to meet the unique educational needs of their students.
This course acts as a stepping stone, equipping educators with the skills and confidence to thrive in the digital era and inspire the next generation of STEAM learners.
- Trainer: EASE Academy
- Teacher: EASE Academy
- Teacher: Mirko Labbri
- Teacher: Vesna Lampić
In the realm of education, the integration of Artificial Intelligence (AI) has emerged as a transformative force. AI technology has the potential to enhance the learning experience for students, offering personalized learning paths, adaptive assessments, and intelligent tutoring systems. Educators are increasingly leveraging AI-driven tools to analyze student performance data, identify areas of improvement, and tailor instructional strategies to meet individual needs. Moreover, AI can facilitate administrative tasks, enabling educators to allocate more time to teaching and fostering meaningful interactions with their students. As we delve deeper into this course, we will also explore the exciting applications of AI in education, uncovering its potential to revolutionize the way we teach and learn.
- E-Trainer: EASE Academy
In this class we build a virtual exhibition for your art students. You may want a VR room that shows your art to the community, or want to teach the students to extend their art through interaction. Either way this series of videos shows you how to do it.
- Teacher: EASE Academy
- Teacher: roderick mcdonald
A short course in FrameVR.io that explains how to set up a gallery space.
Questions you will know by the end of this course are....
1. How many rooms can you set up on a free account?
2. Where to change the settings of a room?
3. How to add images to a room?
4. How to change my avatar?
5. How to share a link to my room?
- Teacher: EASE Academy
- Teacher: roderick mcdonald
Welcome to the e-learning course on computational thinking for primary school teachers.
Computational thinking is a problem-solving method that involves breaking down complex problems and solving them step by step. It consists of four key components: decomposition, pattern recognition, abstraction and algorithms. These skills not only help in tackling technical problems but can also be applied across various subjects and situations in the classroom.
In this e-learning course, we will explore each of these concepts in depth and focus on unplugged activities—hands-on exercises that do not require technology. By practicing these core concepts without the use of computers or digital tools, students can develop a deeper understanding of the principles behind computational thinking. This approach makes it easier for students to grasp the ideas and apply them creatively in different contexts.
Once students are comfortable with these unplugged tasks, they can transition to plugged activities using technology. However, the focus in this course is on providing practical, unplugged examples that you can immediately integrate into your classroom, making computational thinking accessible to all students.
By the end of this course, you will be able to explain the four key concepts of computational thinking, understand what debugging is, and apply these concepts in engaging, unplugged classroom activities.
Let’s begin exploring computational thinking and how it can help your students develop their problem-solving skills!
- Teacher: EASE Academy
- Teacher: Marijke Jansen
Seeing the World Through the Glasses of a Computer Scientist
Welcome to the world of Computational Thinking! This essential skill set is a core part of computer science and holds significant value for educators. While definitions of computational thinking vary across countries, there are clear commonalities in how it’s taught and applied.
In this course, we invite you to put on the glasses of a computer scientist and start seeing the world from a new perspective. You’ll learn to spot patterns, break down complex problems, and apply methods from computer science to solve real-world issues, both physical and virtual.
This course will not only introduce you to the core concepts of computational thinking but also equip you with practical strategies to implement these skills in your classroom. Let’s dive in and explore how you can empower your students with this powerful way of thinking.
- Teacher: EASE Academy
- Teacher: Charlotte Vandooren
- Teacher: EASE Academy
- Teacher: Emma Santarcangelo
- Teacher: EASE Academy
- Teacher: Claudia Amaya
- Teacher: EASE Academy
- Teacher: Agnita Siska Pramasdyahsari
Desenvolver um curso de formação, que se destina a profissionais do ensino, educação ou técnicos da área da gestão de recursos humanos ou ciências sociais e que ajude as pessoas a desenvolver rotinas com Inteligência Artificial e que lhes ajude a reduzir a burocracia, libertando tempo livre. Esta formação tem o potencial de mudar para sempre o processo de trabalho dos formandos.
Qualquer profissional com competências ao nível da licenciatura e que desempenhe funções em áreas como a Educação, Trabalho Social ou Ciências Sociais e que queira alterar o seu processo de trabalho, para o tornar modelar, estruturado e com significativas poupanças de tempo. Não são necessárias competências prévias de programação de computadores.
- Teacher: EASE Academy
This asynchronous MOOC provides in-depth training for formal and non-formal educators looking to incorporate STEAM (Science, Technology, Engineering, Arts, and Math) concepts and skills into their teaching practice. Over the course of 8 weekly modules, participants will learn foundational principles of programming microcontrollers using a virtual emulator and gain hands-on experience putting their knowledge to work.
The course introduces micro:bit and Arduino boards as accessible platforms to explore core STEAM competencies like critical thinking, problem-solving, collaboration, and design processes. Module 1 orients learners to microcontrollers and programming concepts. Modules 2-4 focus on drag-and-drop and text-based coding for micro:bit using sensors and outputs. Modules 5-6 shift to the Arduino environment, building circuits and coding input/output.
Practical projects challenge participants to integrate multiple STEAM concepts. For example, Module 3 asks educators to program micro:bit to detect environmental changes and display art in response. Module 7 guides collaborating in online forums to develop code for sensors monitoring and tracking data over time. Throughout, embedded self-assessments and instructor feedback support learning.
The flexible MOOC model allows participation anywhere, anytime on any device with an Internet connection. While each module targets key knowledge, supplemental materials expand understanding. Engaging discussion boards foster peer collaboration, troubleshooting, and lesson planning ideas for individual contexts. Upon completing a culminating assessment, a final portfolio project, and course evaluation survey, participants receive a certificate of completion.
The goal is to equip educators with basic microcontroller programming and circuitry skills through hands-on simulated activities to then apply in planning their own STEAM lessons.
- Teacher: EASE Academy
- Teacher: Mirko Labbri
Teach with Space course is a virtual educational journey that combines active collaborative learning and digital innovation with STEAM approach integrating all this in a wonderful topic: the Space.
This interdisciplinary course encourages trainees to harness their creativity, critical thinking and problem-solving skills to tackle real-world challenges through technology.
Participants will engage in hands-on, project-based learning activities where they design and implement STEAM projects.
Participants will be able to work collaboratively, encouraging peer-to-peer learning and the exchange of ideas.
- Teacher: EASE Academy
- Teacher: Daniela Brogna
The purpose of the "Digital Applications Workshop (D.A.W.)" course is to equip participants with the necessary knowledge and skills to effectively use various digital applications for professional and personal use. Through hands-on learning experiences, participants will acquire skills in navigating and using digital tools to improve productivity, communication and problem solving in the modern digital landscape.
- Teacher: EASE Academy
- Teacher: Maia Porombrica
In two workshops, children will explore the enchanting world of bioluminescence in a playful, creative, and investigative manner. Through conducting experiments, using creative drawing techniques, and developing their critical thinking skills, they will fully immerse themselves in this marvelous natural phenomenon.
The first workshop focuses on bioluminescence in nature. Bioluminescent animals such as fireflies, deep-sea fish, and giant squids will be studied, discussed, and investigated in all their beauty and characteristics using the See, Think, Wonder method. Afterwards, the children will engage in a hands-on experiment where they will investigate light intensity in water to reveal a hidden message. They will experience the magic of bioluminescence firsthand by ingeniously manipulating the visible color spectrum.
The second workshop is entirely dedicated to creativity. Armed with colored pencils, oil pastels, and chalk pastels, and inspired by still films, (modern) artworks, nature, and fantasy books about bioluminescence, they will bring their imaginary creatures to life. By experimenting with light colors, plant and animal patterns, and various drawing techniques, they will illuminate their surroundings with their creative interpretations of a bioluminescent fantasy animal world.
Both workshops conclude with a presentation moment. During this final phase, the children showcase their creations and group experiments. They discuss their creative process, research approach, and provide each other with feedback. This not only allows children to actively learn from each other but also enables them to share their wonderment about this natural phenomenon, bioluminescence.
- Teacher: EASE Academy
- Teacher: Benita Barrientos Aravena
Reason for Training Preparation: This training aims to address the critical need for quality education in underserved communities, particularly in developing countries. By implementing STEAM education initiatives, we can foster creativity, critical thinking, and innovation skills essential for students' success in the modern world.
- Introduction to STEAM in Education
- STEAM in Teaching Math
- The Role of a STEAM Math Teacher (Ages 3-9)
- Criteria for Selecting STEAM Math Activities for Elementary Students
- Building a STEAM Activity: Steps and Key Points
- Utilizing Prior Knowledge in Designing STEAM Activities
- Examples of STEAM Math Activities (Ages 3-9)
- Examples of Unsuitable Activities for First-Grade Students
- Importance of Testing Activities Before Implementation
- Measuring Activity Quality
- sara androon: EASE Academy
- sara androon: sara androon
- Teacher: EASE Academy
- Teacher: Adina Codruta Elena Avacovici
Welcome to 'Virtual Training for STEAM Educators: Unraveling Microbiomes and Biofilms Online,' a cutting-edge course designed specifically for educators in the fields of Science, Technology, Engineering, Arts, and Mathematics. This course offers a deep dive into the fascinating world of microbiomes and biofilms, exploring their critical roles in our environment, health, and technology through a virtual platform.
As we delve into the microscopic world, participants will learn about the intricate communities of microorganisms that influence life on Earth far beyond their tiny sizes. From the human gut to the depths of the oceans, microbiomes play a pivotal role in health, disease, and environmental processes. Similarly, biofilms, which are complex communities of microorganisms that stick to each other and often to surfaces, are crucial for understanding bacterial behavior, antibiotic resistance, and bioremediation.
This course is structured to not only provide comprehensive theoretical knowledge but also to offer practical, hands-on experiences through virtual labs, simulations, and interactive sessions. Educators will gain valuable insights into how to integrate these topics into their curricula, making STEAM subjects more engaging and relevant to students.
By the end of this course, educators will be equipped with the knowledge, skills, and resources to inspire the next generation of scientists and engineers. Whether you're a seasoned teacher or new to the STEAM field, this course will enhance your teaching toolkit and open new avenues for your students' curiosity and learning.
Join us on this microscopic journey to uncover the hidden worlds of microbiomes and biofilms, and transform the way you teach STEAM subjects. Let's inspire a sense of wonder and discovery in our students, preparing them for a future where they can confidently navigate and contribute to the scientific challenges of tomorrow.
- Teacher: EASE Academy
- Teacher: António Pedro Fonseca
Take your first steps in the exciting field of IoT with hands-on experience in designing and implementing IoT systems.
Join us for a hands-on and interactive workshop on the Internet of Things (IoT)! Learn how to collect data from sensors and send it to the cloud, as well as control actuators and create smart IoT systems. This workshop is perfect for students who are eager to dive into the world of IoT and gain practical experience. Come and discover the exciting possibilities of IoT and unleash your creativity!
- Teacher: EASE Academy
- Teacher: Sujit Bhattacharya
- Teacher: EASE Academy
- Teacher: Reem Bashour
This course will give you the bases of the inquiry method, some examples of the IBSE and then you can try to apply this method in your classroom
- Teacher: EASE Academy
- Teacher: alice severi
Data has dramatically scaled up and expanded into everyday life. How it is represented and communicated is therefore a key concern for Civil Society. There's the urgent need to ENGAGE the public with Data, whatever their mathematical and statistical knowledge. Plus engagement should naturally bring forward TRANSFORMATIVE ACTION too.
Statistics has traditionally privileged the visual channel to convey info. In Education this is far from inclusive as it cuts off the visually impaired and favours visual learners against the established principle that Education should promote all learning styles.
In this course you will stretch the concept from Data Visualization to Data Physicalization. You will explore different options: sonification, kyristatistics, 3Dprinted models, interactive Data Art with Arduino and Processing, ...
The driving idea is to deliver data through multiple sensory channels thus enhancing cohmprehension of all (students and public), adding new layers in data understanding and last but not least enriching datastorytelling.
However making data tangible and engaging doesn’t necessarily implies digital tools as proved by simple examples of Kyrigami Statistics and Participatory Statistics which can be easily implemented even at primary level.
Almost all of the activities in the course have a potential for interdisciplinary applications, will equip students with transversal competences and a wealth of digital tools, can be easily implemented online for distance education, flipped classroom and project based work and last but not least enhance statistical
inclusion in a wider outreach context.
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- Teacher: EASE Academy
- Teacher: Annamaria Lisotti
- Teacher: EASE Academy
- Teacher: Duminică Danuț-Alexandru
- Teacher: EASE Academy
- Teacher: Elena Corina Rogoveanu
- Teacher: EASE Academy
- Teacher: Vesna Lampić
- Teacher: EASE Academy
- Teacher: Marinela Buruiana
- Teacher: EASE Academy
- Teacher: Avgoustinos Tsaousis
- Teacher: EASE Academy
- Teacher: Mari Nicolae
- Teacher: EASE Academy
- Teacher: Rita Rocha
- Teacher: EASE Academy
- Teacher: Benita Barrientos Aravena
"Exploring STEAM with Coding" course is an immersive educational journey that combines the creative disciplines of Science, Technology, Engineering, Arts, and Mathematics (STEAM) with the power of coding and programming. This interdisciplinary course encourages students to harness their creativity and problem-solving skills to tackle real-world challenges, bridging the gap between art, science, and technology. This course fosters a holistic understanding of how these fields intersect and complement each other. It develops a solid foundation in block based programming called Scratch, enabling students to express their creativity through technology. Participants will engage in hands-on, project-based learning where students conceptualize, design, and implement coding-driven projects that span various artistic and scientific domains. It cultivates critical thinking and problem-solving skills by approaching complex challenges from multiple angles, incorporating both technical and artistic perspectives. Participants will be able to work collaboratively in diverse teams, encouraging peer-to-peer learning and the exchange of ideas with varied backgrounds and interest. Upon completing the "Exploring STEAM with Coding" course, participants will have gained a unique skill set that combines artistic creativity and technical proficiency. They will be equipped to tackle multifaceted challenges, pursue careers in fields that demand a blend of art and technology, and make meaningful contributions to innovation at the intersection of STEAM and coding. Join us on this enriching journey to unlock your creative and technical potential!
- Teacher: EASE Academy
- Teacher: Rashmi Iyer
In this course, you will learn to set up a project that addresses the challenges of erecting (tall) buildings in earthquake-prone areas. You define the requirements for your project according to your own context. The ultimate goal: a competition in which the strongest tower wins.
- Teacher: EASE Academy
- Teacher: David Vermeulen
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.
Highlights:
- 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.
- Teacher: EASE Academy
- Teacher: Maria Barouta
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, ...
Highlights:
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.
- Teacher: EASE Academy
- Teacher: András Czoch
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
Highlights:
- 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?
Debate - 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 - 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,
- Creating and uploading some materials (documents, multimedia presentations, documentary films, web addresses), in the plan of the proposed activity, Sharing with the colleagues
- 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)
- 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
- 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- - 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.
- Teacher: EASE Academy
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.
- Teacher: EASE Academy
- Teacher: Zoi Tsiviltidou
The aim of this course to teach foreigners about the Hungarian culture. The course contains four areas: history and literature, classical music and fine arts.
Highlights:
- Culture,
- music,
- fine arts,
- literature,
- history,
- Hungary,
- art education,
- for foreigners
- Teacher: EASE Academy
- Teacher: Tímea Szűcs
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.
Highlights:
- 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;
- Teacher: EASE Academy
- Teacher: Aikaterini Spitsa
- build a model of your idea
- set the parameters
- Teacher: ABDELMONEIM ABDELSALAM AHMED FADEEL
- Teacher: EASE Academy
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.
Highlights:
- 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
- Teacher: EASE Academy
- Teacher: Katarina Stekić
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.
Highlights:
- -10 hours
- from.....to....
- start at2 PM to 5:30 PM
- Identify the advantages of STEAM approach
- Identify the STEAM approach
- Identify the STEAM pillars
- Engineering designing process skills
- Integrate subjects in STEAM
- How to start a STEAM PROGRAM in your class
- 1st step to be a STEAM teacher
- Teacher: EASE Academy
- Teacher: Mohamed Ahmed Abdelhalim
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.
Highlights:
- 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.
- Teacher: Saeed Abusaif
- Teacher: EASE Academy