Conference Program
Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).
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Daily Overview |
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D.05. Evaluating Education and Democracy: Approaches, Methodologies and Practices for Social Justice and Critical Literacy in the Digital Era Location: Scienze Politiche (CU002): Aula XII (Multimediale) Convenor(s): Gabriele Tomei (President, Aiv (Italian Association of Evaluation), Italy); Donatella Poliandri (Vice President, Aiv (Italian Association of Evaluation), Italy) | |
| Presentation 6 | |
Assessment Tools For Digital STEAM Educational Practices: Evidence From The Erasmus+ Edumat + Project Università La Sapienza, Italy In recent years, particularly following the COVID-19 pandemic, public and academic debate at both national and international levels has increasingly focused on the design of digital and hybrid learning environments capable of integrating or transforming traditional educational models (Barola et al., 2022). In this context, the STEAM approach (Science, Technology, Engineering, Arts and Mathematics) has progressively emerged as a transdisciplinary educational methodology capable of promoting active, collaborative, and inquiry-based learning, fostering students’ engagement with scientific and technological disciplines. Educational projects based on the integration of STEAM and digital technologies represent a significant response to the challenges of contemporary societies, in which citizens are required not only to use advanced technologies but also to produce knowledge and participate critically and consciously in socio-technological ecosystems (Quigley et al., 2020). The transdisciplinary nature of the STEAM approach contributes to the development of key competences such as creative thinking, problem solving, communication, and collaboration (Brush & Saye, 2008). Within this framework, this contribution presents the outcomes of the design and pilot testing process of assessment tools aimed at analysing the quality and effectiveness of STEAM educational practices developed within the Erasmus+ KA2 project EDUMAT+ – Augmented Educational Mat: an infographic puzzle MATS for learning STEAM by coding for primary schools. The project involves teachers and students from primary schools and school networks in Italy, Romania, Bulgaria, Spain, and Portugal—contexts in which strengthening digital competences and reducing educational inequalities remain key priorities. The EDUMAT+ project promotes the use of coding and infographic mats as innovative tools to support the teaching of topics related to the 2030 Agenda (United Nations, 2015), such as environmental sustainability and social inclusion. In particular, it envisages the development of augmented reality educational mats and coding activities that function as pedagogical devices for the integrated development of digital and citizenship competences. The research adopts an integrated evaluation approach based on mixed methods, aimed at analysing both the educational processes activated and the outcomes of the teaching intervention. The presentation will therefore focus on the evaluation framework used within the EDUMAT+ project and on the first results of its implementation. The analysis of the data collected during the pilot phase makes it possible to reflect on the role of digital STEAM practices as tools for promoting critical digital literacy, educational equity, and democratic participation within school contexts in the digital society. | |
