DIGITAL STORYTELLING AND GAMES TO STEM SKILLS DEVELOPMENT
European Training and Research for a Key Cooperation to business (EU-Track) (ITALY)
About this paper:
Conference name: 14th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2022
Location: Palma, Spain
Abstract:Nowadays, digital transformation and the recognition of digital skills are crucial for citizens of current and future society. Therefore, everyone should gain sufficient base skills in basic education to master various ICT tools and working methods. However, based on OECD PIAAC (Programme for the International Assessment of Adult Competencies) surveys, gaps in the digital skills of European teachers have been identified, as they often do not have the time or the opportunities offered by the work environment to adopt new technology-based ways and methods of learning.
In addition, the students’ interest in STEM (Science, Technology, Engineering and Mathematics) subjects has declined across Europe, according to the current research findings. The latter is manifested in the students’ difficulty in approaching the scientific topics and dealing with the problems and phenomena studied from a multidisciplinary perspective.
In this context, the paper presents the BIG_GAME project co-funded by the European Commission through the Finnish National Agency in Erasmus Plus Programme – School Education (Code 2021-1-FI01-KA220-SCH-000024098). The aim is to promote interest and excellence in the STEM approach to education through multidisciplinary learning and problem-solving related to the environmental context in the form of a serious learning game. This will support digital transformation in schools by providing an online and hybrid learning model and a digital storytelling approach based on methodology and tools in learning and cooperation in digital environments.
Moreover, it will show its added value in raising awareness of environmental and climate change issues and engaging in the fight against climate change through impressive and attitude-shaping immersive learning experiences.
Keywords: Digital storytelling, serious game, STEM.