The project

This project aims to create a methodology, tools and practical examples of Escape Rooms adapted to STEAM (Science, Technology, Engineering, Arts and Mathematics) school education.

Context

STEAM learning is one of the EU’s top priorities in education. The latest PISA results (2018) show that more than one in five young people in Europe lack the basic skills needed for many valuable jobs in our economy today. It is therefore essential to work on improving the level of EU students in STEAM subjects. We believe that it is essential to encourage student engagement and motivation by offering innovative learning methods.

In recent years, Escape Games or Escape Rooms have attracted increasing interest from teachers, as they are effectively engaging and immersive. We are convinced that the escape room/escape game concept can play a very positive role in improving education in general and the learning of STEAM subjects in particular.

Steamer therefore provides ready-to-use content and practical advice on how to implement such activities in the classroom for STEAM learning.

Targets

The Steamer resources are aimed at secondary school teachers and educators to give them access to a new range of possibilities for teaching STEAM. The methodology incorporates inclusive elements for disadvantaged learners, particularly those with specific learning disabilities, such as dyslexia or dyscalculia.

Resources

Icone Guide

Pedagogical guide

Escape Room Creation Guide

E-learning module

Scenarios and lessons

Escape Room Generator

An implementation guide

Les partenaires

Logopsycom

Belgium

As a center for educational innovation, Logopsycom creates and uses alternative methods or tools (digital or not) to support schools, vocational training centers, educational organizations, youth and parents. The center is specialized in learning disorders in young people, especially in “dys” disorders (dyspraxia, dysphasia, dyslexia…).