Abstract [eng] |
STEAM education is becoming increasingly relevant not only in non-formal education but also in formal education. The benefits for students range from understanding the connections between subjects to acquiring the competences needed for life's challenges. However, the implementation of STEAM in the classroom faces a number of implementation and organisational challenges. A literature review has led to the development of problem and goal trees to identify problems and opportunities for implementing STEAM in the classroom. This was analysed through a written survey of teachers. In order to implement STEAM in the classroom, its elements were analysed through a feature chart, a contextual graph, a plan of activities for the integrated subjects was drawn up, and stages with an implementation scenario were envisaged. Finding the most suitable virtual learning environment by designing it, identifying participants' needs, functional and non-functional requirements, building use case models and activity diagrams. Based on the design, systems are compared and the most suitable one is selected. This is Google Classroom, which makes it easy and convenient to create documents virtually, to carry out activities with other students, and to log in from any device. The activities for the subjects are presented in a virtual environment, with learning materials, project work and instructions for use. For a more coherent and accurate implementation, a study plan was drawn up to implement the project in Chemistry, Physics, Mathematics, Computer Science, Biology, Technology and Art lessons with the students of the Secondary School. At the end of the project, a survey of the participants was carried out, an analysis was made and the project's recommendations were presented. |