Teaching and Learning Setting
Innovation Dimension
Education Sector
Bring The Sea into our School is an example of interactive teaching activities within schools that allow students to engage directly with real-world STEAM challenges. 

Practice delivered by Gunel Mustafayeva, member of the New Learning Club on “Innovative STEAM education”

Title Bring The Sea into our School
Author Gunel Mustafayeva
Topic(s) Marine pollution and conservation measures
Subject(s) STEAM, Physics, Geography, Biology, Technology
Age of students  Students aged 14-18
Methodology Project-Based Learning; Outdoor Education; Game Based Learning & Gamification
Objectives
  • familiarize teachers/students with the meaning of "real work";
  • motivate students to achieve success;
  • encourage the idea that it is possible to change lives;
  • assist in providing education and counseling to students;
  • enhance green competences. 

Step-by-step implementation of the learning scenario: HERE 

https://openspace.etf.europa.eu/sites/default/files/2024-09/Gunel%20Mustafayeva_project-based_STEAM.docx.pdf

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