1. STEAM methodology framework.

What it is, how it is applied and how each of its pillars is analyzed.

The Result concerns the creation of a STEAM (Guide) Methodology Framework which will include what it is, how it is applied, how each pillar of STEM is analyzed, how the ART connects the technocratic part of STEM with culture through interdisciplinary teaching sections.

The guide consists of:

a) research in each partner country (Greece, Turkey, Romania, Italy and Lithuania) entitled "Coupling Art with Science and Technology, STEAM Educational Practices in the Face of Technological Development". The report will present both the comparative situation and the situation by country with the help of blueprints, tables, etc.

b) the definition of the Theoretical Framework-Methodology-Educational practices STEAM, the benefits of the STEAM model in education, the characteristics of the general digital knowledge and understanding of which is necessary in order to be able to implement the actions (methods and techniques) for the implementation of their objective.

c) the method of application of STEAM educational practices for each stage, focusing on the issues and elements that should be d) the importance, analysis and application of educational methodologies and approaches of game based learning (project based learning) and learning based on the completion of a project (project based learning). The final version of the methodology framework (guide) will be translated into the languages of the partners and English. In addition, each partner will print in hardcover 150 copies of the methodology framework (guide) in their own language to disseminate the results of the project and inform the public about the importance of adding arts to education. STEM. The Directorate of Primary Education of Arta, in addition to 150 copies, will print 75 copies in English which will be sent to agencies and organizations that deal with STEAM (stakeholders) in various European countries.

2. Integrated distance learning platform

for teachers wishing to study STEAM

The Result concerns the creation of an electronic information and distance learning training platform for trainers / teachers who wish to deal with the STEAM part (the platform will be developed with the logic of open-source software). Specifically, it includes the development and support of the electronic system of interactive educational services, which will offer a complete solution for managing and monitoring the educational process. Within the framework of the 2nd intellectual outcome of the project, the development of the respective educational material by the consortium partners as well as a user manual of the platform are clearly included. The educational content that will be developed for the needs of the platform will be interactive, will be characterized by variety, will offer opportunities for easy navigation and will emphasize the assurance of understanding and active participation. It should support the interdisciplinary approach to knowledge and enhance exploratory and collaborative learning. Nowhere is monitoring considered sufficient or complete training by simply downloading or simply reading posted digitized documents (word, PDF etc.).

The platform, training materials and user manual will be available in the languages of the partners as well as in English. Its general management platform will be the Development Center of Thessaly, while in each partner of the project will be appointed a local administrator (local administrator). Finally, the platform will include a personal electronic library of educational resources (e-Library) which enables a two-way use and communication between the trainee and the tutor. The trainer has the ability to share files with the user, storing documents of any electronic format (word, excel, ppt, pdf, epub, html etc.), as well as other files that contribute to the empowerment of the user, in the development of his professional profile, to improve the quality of his work and/or to more effectively highlight its results. It is a two-way communication space, since the user has the ability to "upload" files asking for the instructor's feedback. The use of the personal library is two-way: in addition to the suggested bibliography and the open educational content (Open Education Resources) which is located, suggested and "uploaded" by the instructor, the "uploading" of files by the user is also provided.

3. Educational teaching scenarios

using STEAM educational practices

The Result concerns the development and creation of educational teaching scenarios using STEAM educational practices. Each partner, will develop and create from the beginning  training scenarios for each of the five main pillars of STEAM: 1. S is for Science 2. Science is for Technology 3. E is for Engineering Sciences 4. Α is for the Arts (Art) 5. M is for Mathematics (Math) That is, each partner will eventually have developed 15 teaching scenarios and all partners together will have developed 90 teaching scenarios (18 for each pillar).

The role of STEAM pillars is mainly to select the characteristics of each pillar that can be integrated into the teaching process and to engage teachers constructively and how to choose teaching methods. The partners will have the opportunity depending on their know-how to develop the educational and technical characteristics of the teaching scenarios, in relation to the curriculum of their country.

One understands that the effects of this particular intellectual outcome will be immediate:

A. In the automation of daily processes

B. In the construction of solutions in a natural way and therefore solving problems

C. In the planning and implementation of the solution and indirect A. Technological literacy B. Development of algorithmic thinking C. Creativity.