Digital STEAM. Teaching integrated science, arts and mathematics with digital devices
The Digital STEAM: Teaching Integrated Science, Arts, and Mathematics with Digital Devices course introduces educators to practical and innovative ways of using digital devices like tablets and mobile applications in STEAM (Science, Technology, Engineering, Arts, and Mathematics) education. Created for a wide range of educational professionals, this course focuses on building skills in digital teaching methods that can be applied in various environments, including classrooms, museums, and outdoor settings. Participants will explore educational apps that enhance learning, facilitate self-assessment, and promote interactive and hands-on activities across STEAM subjects. With guidance on designing digital lesson plans and integrating responsible digital practices, this course helps educators create a flexible and engaging learning experience. You’ll complete the course with ready-to-apply teaching strategies and resources that support modern, technology-based learning.
What You’ll Learn:
Throughout this course, you’ll engage in practical sessions aimed at integrating digital devices into STEAM teaching. Starting with an exploration of educational apps that support a wide range of learning activities, you’ll learn how to enhance lesson plans with interactive digital elements. The course covers methods for promoting responsible device usage and safe online behavior, as well as techniques for building interactive classroom materials. By the end, you’ll have created a set of sample units that utilize digital devices effectively, as well as a plan for using these resources in different educational contexts.
- Discover a variety of apps and digital tools designed to support STEAM learning, from creative projects to collaborative assignments.
- Learn successful approaches to integrating digital devices in classrooms, outdoor settings, and educational excursions.
- Explore strategies for responsible and secure use of digital devices, focusing on fostering a safe digital environment.
- Create interactive materials that engage students and make complex topics more accessible and engaging.
- Participate in an exchange of experiences with educators across Europe, gaining insights and practical ideas from diverse educational settings.
Course Highlights:
- Integration of Digital Devices in Diverse Settings: Gain hands-on experience using tablets and mobile devices across different learning environments, enhancing your ability to engage students in STEAM topics wherever learning takes place.
- Wide Range of Educational Apps: Explore and practice with various applications for tasks like collaborative writing, digital storytelling, and interactive presentations, making your lessons more adaptable and impactful.
- Safety and Digital Responsibility: Learn key practices for promoting safe device use in educational contexts, including managing privacy settings, fostering digital etiquette, and encouraging mindful technology use.
- Interactive Resource Design: Build skills in creating multimedia learning materials that can capture students’ attention and simplify complex ideas through videos, images, and interactive content.
- International Experience Exchange: Join a community of educators from across Europe to share resources, exchange methods, and develop new approaches for teaching STEAM with digital devices.
This course combines practical exercises, interactive projects, and collaborative discussions to give you both the skills and confidence to implement digital STEAM activities in your classroom.
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Tickets
All tickets includes:
- Event materials
- Certificate of attendance
- School visits
- Admission to all sessions
Standard price
For standard registrations
Group price
Discounted price forgroups of 5 or more
By the end of this course, you will have developed a toolkit of skills and materials for creating engaging, technology-rich STEAM lessons. This includes practical strategies for digital learning, which will help students gain hands-on experience and critical thinking skills through interactive lessons.
- Identify and apply digital tools that enhance STEAM subjects, making learning engaging and adaptable for diverse needs.
- Develop lesson plans that incorporate tablets and mobile devices, creating an interactive and flexible learning environment.
- Implement practices for safe and responsible use of digital devices in the classroom, supporting a secure learning experience.
- Design visually engaging materials that make STEAM concepts accessible and interactive for students of varying ages and skill levels.
- Build connections with a European network of educators, fostering collaboration and ongoing support for digital STEAM education.
This course is suited for school leaders, teachers of STEAM subjects, special education professionals, and non-teaching staff involved in educational technology. It benefits those working in school, adult, and vocational education by providing approaches that support digital integration in STEAM learning.
A professor at Tallinn University, Estonia, and Head of its R&D Centre for Educational Technology, he has a background as a mathematics and physics teacher and school principal. For over 20 years, he has been active in teacher education and educational technology research, contributing to international projects on mobile technology and social software in education. As a board member of Euneos, Finland, he also coordinates the “Digital Turn towards 1:1 Computing” project, funded by Samsung, and is an expert in school digital innovation and change.
Jüri Kurvits
- PhD candidate
- Lecturer of didactics of mathematics in Tallinn University, Head of the innovative STEM teacher education curriculum.
He is active promoter of flipped classroom, Google Apps for Education, active learning methods and discovery learning with tablets in STEM lessons. Jüri has been conducting science and mathematics teacher education courses all over Estonia and also in Russia.
Katrin Soika
- PhD candidate
- Chemistry teacher in G. Adolf Gymnasium (www.gag.ee), PhD student in Tallinn University
- The Teacher of the Year 2016 (the main prize from the Ministry of Education and Research)
Aare Baumer, MSc
- Head of research and development in the science museum Energia Avastuskeskus (www.energiakeskus.ee) in Tallinn, Estonia.
Aare Baumer is a sparkling and inspiring performer, one of the best promoters of science education in Estonia. He has designed more than 20 interactive shows and exhibitions in the science museum, including “Virtual planetarium”, “Discover electricity!”, “Turn me into a Robot!”, “Discover the Sea of Bubbles!”, “Discover the Island of Energy!”. He is the pioneer of science theatre in Estonia, his engaging onstage science shows are visited by thousands of pupils every year.
This is a provisional programme, the finalized program will be shared with participants prior to the course.
Day 1, Sunday (Helsinki)
Venue: The lobby of Astra building of the Tallinn University (Narva Rd. 29, close to
stop “Tallinna Ülikool” of trams 1 & 3)
Contact: Mart Laanpere, +372 5278437, mart.laanpere@tlu.ee
17:00 Welcome and introduction. Getting to know each other,
expectations. Questions and suggestions, individual guidance and support.
Day 2, Monday (Helsinki)
Venue: Tallinn University (Room A-440)
Contact: Mart Laanpere, mart.laanpere@tlu.ee, mob. +372 5278 437
9:30 Gathering in the lobby of Astra building of the Tallinn University, address:
Narva maantee 29 (close to stop “Tallinna Ülikool” of trams 1 & 3).
9:45 Introduction to the course, educational system in Estonia (Mart)
11:00 Coffee break
11:30 Introduction of participants. Presentations of schools by participating
teachers, their best practice and future plans with tablets in the STEM classroom.
12:30 Lunch in the university cafeteria
13:30 Setting up a Personal Learning Environment (James)
15:00 Coffee break
15:30 Visualising innovative learning scenarios for BYOD classrooms (Mart)
16:30 International evening: introduce your country/culture through local snacks, drinks, songs, dances.
Day 3, Tuesday (Helsinki)
Venue: Tallinn University (room A-440) and Science Museum Energiakeskus
Contact: Mart Laanpere
9:30 Game-based environmental outdoor STEM education: designing and testing
a location-based adventure game. (Mart)
10:00 Coffee break
11:00 Workshop continues
12:30 Lunch at the Tallinn University cafeteria
13:30 Tram to Energiakeskus, Põhja pst. 29 (energiakeskus.ee)
14:00 Guided tour in the science museum
15:45 Workshop: design a STEAM learning worksheet for museum (Mart)
17:00 Debriefing and reflecting.
Day 4, Wednesday (Helsinki)
Venue: Tallinn University (Room A-440)
Contact: James Sunney Quaicoe
9:55 Meeting in front of Tallinn 21 School (address: Raua 6, http://21k.ee/)
10:00 Welcome and introduction by principal, guided tour
10:10 Visiting STEM lessons in primary and lower-secondary level
10.45 Roundtable discussion with the vice principal and teachers
12:00 Lunch at the university cafeteria
13:00 Visiting G.Adolf Gymnasium (address: Vana-Kalamaja 9)
13:30 Guided tour (Ingrid Maadvere)
14:30 Presentation: ICT at Gustav Adolf Grammar School (Ingrid
Maadvere)
15:00 VR and science experiments (Katrin Soika and students)
Day 5, Thursday (Helsinki)
Venue: Tallinn University, Room A-440
Contact: James Sunney Quaicoe
9:30 Outdoor learning in STEAM education (Kadri Mettis)
11:00 Coffee break
12:30 Lunch at the university cafeteria
13:30 Workshop Telepresence Robots in Education (Janika Leoste, PhD, TLU),
Room M-300
17:00 Debriefing and reflecting (James)
Day 6, Friday (Helsinki)
Venue: Tallinn University, Room A-303
Contact: James Sunney Quaicoe
9.30 Workshop on learner-centered mathematics (Jüri & Marina Kurvits), Room A-303
11:00 Coffee break
12:30 Lunch
13:30 Working on group projects (James), Room A-303
15:30 Final presentations of the group projects. (James)
17:00 Feedback of the course and evaluation. Handing over certificates.
Day 7, Saturday (Helsinki)
Meeting point: In front of the medieval Old Town Hall
Contact: James Sunney Quaicoe
10:00 Guided tour in the medieval Old Town (James).
12:00 Guidance on preparing project proposals for follow-up activities
13:00 Closure.