STEAM in Motion Erasmus Project
General information for the STEAM in Motion Erasmus Project
Project Title
STEAM in Motion
Project Key Action
This project related with these key action: Cooperation for innovation and the exchange of good practices
Project Action Type
This project related with this action type : Strategic Partnerships for school education
Project Call Year
This project’s Call Year is 2020
Project Topics
This project is related with these Project Topics: Pedagogy and didactics; New innovative curricula/educational methods/development of training courses
Project Summary
STEAM in Motion is a KA2 project- Cooperation for Innovation in the field of school education, lasts for 36 months and involves 8 partners. The project supports cross-sectoral cooperation since it involves partners with different profiles and expertise. STEAM in Motion is a unique topic by itself and it is approached in a multidisciplinary way in order to ensure the best quality of project results and the highest impact.
The partners are:
Olde Vechte Foundation – Foundation
Roes Cooperativa – Social Enterprise
SciCo – NGO
Experience Workshop – Small/Med size Enterprise
Fun Mathematics – Social Enterprise
IC Codogno – School
HU University of Applied Sciences Utrecht – University
Scoala Gimnaziala nr. 20 – School
The project’s impact is crucial to all partners and thus it functions as an indicator of the project’s success. As such the project’s build-up and carrying out methodology, took place with the Impact Tool as a guideline. (1) Looking at the impact we wish to create at the end, (2) we could define the outcomes. That was a great guide that leads us (3) towards the (Intellectual) Outputs needed. Accordingly, (4) we shaped the Activities, and then (5) we figured out what Input we need (in terms of resources and budget). Of course, that was not a one-way process, but we went through the circle between Impact, Outcomes, Outputs, Activities, and Input several times.
(1) What we realised is that the impact we want and we are positive that we can create is:
Το support educators when it comes to STEAM education
Το increase the levels of achievement and interest in STEAM
Το strengthen the profile of the teaching professions.
(2) Our project contributes to this change by supporting the extended implementation of the innovative embodied methodology into STEAM education- we focus on Science, Maths, and Arts. The methodology has been developed through the (2017-1-NL01-KA201-035285) Maths in Motion project.
(3) The results which are needed in order to achieve the above-mentioned Outcome are
• Setting up a concrete base for multidisciplinary cooperation between partners, associated partners, and participants with different expertise
• Development of 3 Training Courses about designing and implementation of STEAM in Motion lesson plans
• Educators from the partner organisations trained on the innovative embodied methodology
• Creating STEAM in Motion lesson plans
• Written and Audiovisual Material on Embodied Methodology
• Partner’s exchange of good practices through the Study Visits and Training Courses
• Creation of the STEAM in Motion platform
(4) The actions we need to implement in order to reach the results are the project’s Activities: 2 Transnational Meetings, 10 Learning, Training and Teaching Activities, 6 Intellectual Outputs, 8 Multiplier Events, and extra disseminative activities. The project’s objectives are:
● Creating strong cooperation with partners, associated partners and stakeholders in local communities and abroad, in order to establish together the embodied methodology in the formal and non-formal STEAM education
● The educators to acquire creative tools embodied methods and innovative approaches when it comes to STEAM education. The educators to be confident to apply them with their students.
● The educators to be supported in designing, developing, and delivering effective STEAM in Motion lesson plans through embodied learning methodologies and coaching techniques.
● Educators to enhance their initial education and continuous professional development in order to strengthen their teaching profile
● To impact students so they’re more interested in STEAM
● To facilitate and significantly increase educators’ mobility in partner countries
● To disseminate the project’s results within and beyond the partner’s countries
● The partner’s to embed the project’s results in their organizations and as such to remain sustainable
(5) The human resources needed are educators: STEAM experts, mathematicians, physicists, chemists, primary and secondary school teachers, PE teachers, university teachers, movement teachers, embodied experts, and art teachers. There is a total of 550 mobilities. These professionals will be the project’s participants and the STEAM in Motion ambassadors and we will continue dissemination after the project’s lifetime is over. The financial resources needed are 449.093,00€.
We aim to reassure the wider dissemination and sustainability of the project’s results to educators who aren’t directly involved in the project. We’ll digitalise all outputs and upload them on the platform so they can benefit from them. This is one of our top priorities: to create practically applicable Intellectual Outputs that educators all over the world can use them. Thus the long term benefits for educators are job satisfaction and strengthen their European identity. As for their students, higher engagement in the classroom and better achievements in STEAM-related subjects.
EU Grant (Eur)
Funding of the project from EU: 20343 Eur
Project Coordinator
Stichting De Olde Vechte & Country: NL
Project Partners
- EPISTIMI EPIKOINONIA
- Istituto Comprensivo Statale di Codogno
- SCOALA GIMNAZIALA NR. 20 GALATI
- ZABAVNA MATEMATIKA
- Experience Workshop ay
- Stichting Hogeschool Utrecht
- Roes Cooperativa KOIN.S.EP.

