Teachers are the primary target group of the professional development activities in this collection. Most items include concrete lesson ideas and tools to inspire teachers to incorporate STEAM in their teaching practice. The examples are connected to background theory and general models and formats, so they can be applied in a wider scope.
School administrators will find the collection of PDP activities useful to conceive an overall and cross-disciplinary plan for teacher’s professional development.
Through the PDP collection, policy makers can get a good impression of state-of-the-art content and pedagogies for STEAM, including background theory and models. These can be used to update and further develop local policy documents and competency specifications.
The Professional Development Program (PDP) of the DOSE Project consists of three modules, Content Integration, Management Strategies, and Instructional Strategies.
In this module different approaches and examples of content integration are introduced. Through overarching topics like environment, socio-economic problems or different projects relevant to students the activities bind together the context and the content of the learning program. These so-called socio-scientific and socio-technical issues act as a binding factor combining several disciplines. Another integrating element is IT and digital technologies, as ‘making’ their own artifacts is an engaging way for students to deepen their conceptual knowledge and combine skills stemming from multiple subjects.
Learning activities are designed to support the development of learners’ critical thinking, social responsibility and sustainable thinking. In the development program the topics and examples contain examples where topics integrating different thematic areas also have built in design and enquiry elements. Through design and enquiry activities learners will develop professional collaboration skills, learners also will acquire knowledge on how to integrate enquiry and design and how to support learning through these activities. All the activities are tied with IT and develop digital competence of the learner. Wherever possible, specific instructional models are included, such as the 5E learning cycle.
In this module, you will learn and develop Management strategies in STEAM education that involve effective approaches to organizing, facilitating, and optimizing the learning experience within the interdisciplinary context of Science, Technology, Engineering, Arts, and Mathematics. These strategies aim to create an environment where students can explore, collaborate, and innovate across various disciplines.
|Content integration – Design & Inquiry
|Design & inquiry
|Content integration – Connection through IT
Computational Thinking in Steam
|Content integration – Contexts
Socio-scientific issues in STEAM project day
Citizenship and informed decision making
Design-based education and some examples
Inquiry based – challenge based education
- Erik Barendsen (Radboud University)
- Christos Chytas (Radboud University/Utrecht University)
- Fabian Andreas Bernhard Brück (Paderborn University)
- Sven Hüsing (Paderborn University)
- Michael Lenke (Paderborn University)
- Carsten Schulte (Paderborn University)
- Claudia Tenberge (Paderborn University)
- Felix Winkelnkemper (Paderborn University)
- Kristof Van De Keere (VIVES University of applied sciences)
- Geert Neyrynck (VIVES University of applied sciences)
- Egle Vaivadiene (National Agency for education)
- Vidita Urbonienė (Vilnius University)
- Heidi Kaarto (University of Turku, Finland)
- Mikko-Jussi Laakso (University of Turku, Finland)