STEAM Roadmap for Science Education in Horizon Europe
Provide your feedback and suggestions
Learning Environment design and its impact on learning outcomes
- Relevant for
-
🔵 Research🟡 Education💡 Expands the STEM strategic plan
- Description
- Research on the physical environment impact on educational outcomes for a variety of students' needs and abilities (including disabilities) to design STEAM spaces that consider the overall quality of the learning experience alongside functionality, and promoting participatory, reflective design strategies that create spaces reflecting the views and feelings of all participants. (SENSE) The traditional classroom is a “symbol” for a particular educational approach; a STEAM space is essentially a “not-a-classroom” space (SENSE) that can include labs, outdoor learning and learning through experiences with the school/university community. Investigate diverse pathways into science education through inclusive spaces, by creating platforms and opportunities for students and the school community to contribute to the design of learning environments. (SENSE), supported by evidence-based design of inclusive learning environments that are suitable for learners and lecturers with high sensory sensitivity or other needs (moving, privacy, rest, sensory rooms, labs) and its relation to making spaces accessible to everyone (SENSE), supporting wellbeing for all, through a positive impact on mental health.
- Examples
- UCL Academy
- OTTER
- School Sensory Rooms
- SENSE project deliverables D5.1, D5.2, D5.3, D5.4
- Potential funding instrument
- Horizon Europe Cluster 2 and Erasmus+
- Suggested time frame
-
2026-20272028-2034
- Alignment with STEM Education Strategic Plan 2025
- This action expands the plan to promote more inclusive learning to increase the uptake of STEM education.
List of Endorsements
Report inappropriate content
Is this content inappropriate?
0 comments
Loading comments ...
Add your comment
Sign in with your account or sign up to add your comment.
Loading comments ...