Knowledge and skills must keep up with the rapid changes in today's world. Basic knowledge and skills of great complexity are crucially important for the inclusion of the citizens as active members of the society. The development of modern society is based on the knowledge and skills acquired during the education process which is important for the individual
and for society, in general.
FutureMath project is addressed to solve backwardness of technology and pragmatic educational methods of the educational institutions. FutureMath project aims
- to improve professional competences and to support innovation in the teachers' system of training through pedagogical solutions and innovative practices based on the new computer and multimedia technologies;
- to provide tools and methodologies to facilitate the acquisition of the mathematical competence by introducing advanced technological tools in the teaching of Mathematics and its application;
- to develop skills which can be used in order to contribute to a cohesive society, in particular to increase opportunities for learning mobility and through strengthened cooperation between the world of education and training and the world of work, formulating and solving complex problems autonomously, consciously and constructively.
FutureMath project aims to expand and modernize teaching and learning methods used in the field of mathematics and mathematics-based sciences through modernization of Calculus courses with STEAM principles. Based on the experience of using technology before and during Covid-19 crisis, the project tends to expand the knowledge base and implementations to other mathematics and mathematics-based courses. Multidisciplinary approaches in the development of mathematics courses using STEAM principles will enhance employability and improve students’ career prospects.
The participants of the project have great experiences in mathematics education in new technology environment and are willing to use their previous experiences in STEAM to develop STEAM methodology and technology for mathematics course at university level. The participants of the project got experiences in teaching during the Covid-19 period, “stay at home”, and decided to improve distance and face to face learning using STEAM principles.
There are five intellectual outputs of project:
- Analysis report on state of art in using technologies to support teaching in Mathematics after Covid-19 crisis;
- Development of new STEAM methodology and technology;
- FutureMATH video collection;
- Piloting lessons and testing;
- Analysis and further development,
- and each partner organization is leading one of them.
Training in STEAM methodology and technology will be organized for the teachers who will be involved in STEAM pilot courses and STEM students who are interested in new ways of learning.
The project partners will organize 5 transnational meetings in order to conduct efficient and successful project management.
Analysis conducted within pilot implementation based on appropriate STEAM methodology and technology will enable feedback about the validity of new teaching approach and hopefully justifying its application. Such analysis shared with the partners' experiences will contribute to more efficient project development.
FutureMath results will be accessible to wider audience through project's web site, teachers and student trainings, dissemination conferences, and multiple other dissemination events.
The consortium will organize 5 dissemination conferences in order to popularize the projects activities and results.
The impacts of FutureMath project are as following:
- Modernized Calculus and other mathematics-based courses in STEAM context, with created teaching, learning and evaluations materials;
- Created Proposals and Guidelines for implementation of STEAM technologies & methodologies, and online materials in the STEAM context, that can all be used by general academic and non-academic public for fostering STEAM skills;
- Trained university teachers in state of the art STEAM principles;
- Enhanced learning outcomes of graduated students with obtained multidisciplinary STEAM qualifications, which should contribute to reduction of dropout rates and improved research capacities.
The proposed project will lead to the creation of an accessible e-learning materials. This material will be accessible for the wide group of students an teachers with disabilities. Learning challenges can include experiencing visual or hearing impairments, facing barriers to mobility, or dealing with learning disabilities. Designers of e-learning will use developed strategies to minimize barriers to learning by structuring the learning materials and its presentation in e-learning platform to accommodate those with learning challenges. This approach has an added benefit in that it not only levels the playing field for those experiencing challenges, but it also makes e-learning more accessible for all learners.
The members of the project are: