Topic/Area: Science Education
Date released: 2015
Type of Best Practices
- Guidelines and ideas for designing learning activities
- Piloting the toolkit in all countries: Case studies
- Collection of Best Practices for Making Learning Science
- Recommendations for utilising comics, mobile devices, digital storytelling, and social media
Partners / network
The Group for European Integration (GIE) [Co-ordinator]
Louth Meath Education and Training Board – LMETB
The University of the Peloponnese
Description of the methods/ approach
This project proposed that an approach to enhancing student interest for science can be conceptualized through the design of science curriculum materials that focus on making learning science fun, by supporting personalized, meaningful, situated, and contextual learning.
Purpose/Aim
The aim of the project was to address the challenge of engagement in science through an innovative approach to science teaching and learning and make learning science Fun and Relevant to students’ contexts. The project aimed to increase pupils’ motivation and achievement in science and other subjects and to prepare European educators to better engage pupils in science education. Mainly, the aim of SciFuN is to develop an online toolkit, which will be composed of the following sections:
- Prepare European educators to better engage pupils in science education.
- Prepare European educators to better engage pupils in science education.
- Describe general approaches and specific methods and techniques to teach key competences and concepts in Science and other important areas of the curriculum.
- Support educators in utilizing mobile devices (GPS, PDAs, Tablet PCs), comics, digital storytelling, film, multimedia, and Web 2.0 technologies to engage students in Science education.
- Support educators in utilizing mobile devices (GPS, PDAs, Tablet PCs), comics, digital storytelling, film, multimedia, and Web 2.0 technologies to engage students in Science education.
- Support educators in utilizing mobile devices (GPS, PDAs, Tablet PCs), comics, digital storytelling, film, multimedia, and Web 2.0 technologies to engage students in Science education.
Evaluation (results) of its effectiveness (if applicable)
For research and dissemination check here
Overview of the lessons learned which are relevant to the project
Produced Global STEM Challenges linked to the UN Global Goals (also known as the Sustainable Development Goals)