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: uhi-ujtu-tqx

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: uim-nseg-ewr

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

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.

This course is designed to be highly interactive, fostering collaborative engagement among participants. By embarking on a journey through AI tools, you'll not only gain valuable knowledge but also actively invest in AI's potential. Through simulations and real-world scenarios, you'll become an "AI investor," exploring the transformative capabilities of these tools in an engaging, hands-on manner. This collaborative and dynamic approach will empower you to harness the power of AI in education, ultimately becoming well-equipped to shape the future of STEAM learning. Get ready to invest your insights, creativity, and expertise in AI, and let the collaborative exploration begin!


Video Meeting URL: mrc-jspb-oej

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. 



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.



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.


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.


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

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.

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!


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

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. 

Watch 

 Tangible Statistics has been presented to Science On Stage Italy 2023 


"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!



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.

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.

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.

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:

  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?
             Debate
  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.

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 and fine arts.

Highlights:

  • 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.

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;
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

Highlights:
  • 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.

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

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

  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.


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.