DIGITAL LIBRARY
THE CLASH OF ABBREVIATIONS - THE MEANING OF INFORMATION TECHNOLOGIES IN STEM, STEAM AND STREAM
1 University of Ruse (BULGARIA)
2 English Language School "Geo Milev", Ruse (BULGARIA)
About this paper:
Appears in: EDULEARN21 Proceedings
Publication year: 2021
Pages: 5284-5292
ISBN: 978-84-09-31267-2
ISSN: 2340-1117
doi: 10.21125/edulearn.2021.1084
Conference name: 13th International Conference on Education and New Learning Technologies
Dates: 5-6 July, 2021
Location: Online Conference
Abstract:
This article describes the implementation of pedagogical innovations and practices using technology in English Language School "Geo Milev", Ruse, Bulgaria. An educational model with integration of teaching methods and tools for project evaluation has been studied.

We present the main strategies for: student project design; motivating students; formulation of learning objectives; planning of individual classes; involving students in the planning and creative execution of tasks; organization of teamwork in the conditions of training in electronic environment; monitoring motivation and engagement; receiving and giving feedback; structuring and organizing team teaching.

In a language school, students develop video game scenarios that offer solutions to globally significant problems. The educational scenario creates conditions for students to improve their skills in word processing and presentation systems by transferring their skills from one application to another /from MS Office to Google learning applications/. Learners take their first steps toward working in a shared environment.They use different online platforms, identify different global problems and offer solutions in the fantasy world of video games.

The present work shares details of the location of the study; the equipment used in the course of the project implementation; the applied methods of work; possible challenges and ways to overcome them; the specific results of the implementation of the projects and proposals for their continuation.

Students successfully acquire key skills from the European Framework of Reference, develop their imagination and work in a team environment based on their inherent interest in computer games.
Keywords:
Information technologies, STEM, STEAM, STREAM, Project-based Learning, Foreign language learning.