SEGA - Shaping STEAM Education for Young Children Through Gaming

Unlocking the Future of STEAM Education: The SEGA Project.

Imagine a world where young minds are nurtured through the perfect blend of play and learning, setting the stage for future innovators in Science, Technology, Engineering, Arts, and Mathematics (STEAM). The SEGA project is transforming this vision into reality by empowering Early Childhood Educators (ECEs) to seamlessly integrate STEAM into their classrooms.

Description

The SEGA project, titled "Shaping STEAM Education for Young Children through Gaming," is a groundbreaking initiative aimed at enhancing early childhood education by integrating Science, Technology, Engineering, Arts, and Mathematics (STEAM) through innovative gamification methods. The project addresses the critical need for effective STEAM education at an early age, recognizing that early exposure to these subjects can significantly influence children's future academic success and career readiness in a technology-driven world.

The project primarily targets Early Childhood Educators (ECEs) and young children aged 4 to 8 years old. By focusing on this demographic, SEGA seeks to equip educators with the necessary tools, resources, and training to deliver STEAM education in a way that is engaging, accessible, and developmentally appropriate for young learners. The ultimate goal is to foster an environment where children can explore STEAM concepts through playful, hands-on experiences that promote creativity, critical thinking, and problem-solving skills.

One of the key aims of SEGA is to develop a comprehensive digital toolkit that includes lesson plans, theoretical frameworks, and other resources tailored specifically for the early childhood classroom. Additionally, the project will produce a gamified digital storybook, which will guide both educators and students through interactive learning journeys that incorporate real-world problems and scenarios. This storybook is designed to make learning fun and relevant, helping children to connect with STEAM subjects in a meaningful way.

Furthermore, SEGA will offer online training courses for educators, providing them with ongoing professional development opportunities to deepen their understanding of STEAM education. These courses will be self-paced, easily accessible, and supported by a range of digital materials including video lectures, quizzes, and reflective activities.

The expected outcomes of the SEGA project are multifaceted. For educators, the project aims to increase their confidence and competence in delivering STEAM education, thereby improving the overall quality of early childhood education. For students, SEGA seeks to ignite a passion for STEAM subjects, reduce gender stereotypes, and promote inclusivity and sustainability through engaging and interactive learning experiences. Ultimately, the project aspires to create a ripple effect across Europe, influencing educational practices and contributing to the broader adoption of STEAM education in early childhood settings.

Programme

Erasmus+ (programme-erasmus-plus)

Project Acronym

Target groups

education authorities, general public, parents, policy makers, researchers, teachers, trainee teachers, university students, university lecturers

Topic

Biology, Computer science, Chemistry, Ecology, Engineering, Geography, Materials science, Maths, Physics, Technology, Education

Start year

2022

End year

2025

Contact person

Joanna Komorek, j.komorek@wsbinoz.pl