inline-defaultCreated with Sketch.

This website uses cookies to ensure you get the best experience on our website.

Students
Tuition Fee
Start Date
Medium of studying
Duration
12 months
Program Facts
Program Details
Degree
Masters
Major
Curriculum Design | Instructional Design | Subject Specialization
Area of study
Education
Course Language
English
About Program

Program Overview


The Master in STEAM Education fosters a passion for STEAM subjects through programming, robotics, and scientific experimentation in an inclusive setting. It equips teachers with knowledge, skills, and technology to implement STEAM education effectively, promotes inclusive practices, and integrates sustainable development goals into teaching. The program offers a blended learning approach, combining online learning with in-person sessions, and provides access to various certifications and resources to enhance professional growth.

Program Outline


Degree Overview:

The Master in STEAM Education is a pioneering program in educational innovation for teachers of early childhood, primary, secondary, and high school. It aims to foster a passion for learning science and arts subjects through programming, robotics, and scientific experimentation in an inclusive classroom setting.


Objectives:

  • To provide teachers with the knowledge and skills to implement STEAM education in their classrooms.
  • To develop teachers' understanding of STEAM education as a new educational paradigm.
  • To equip teachers with the skills to use technology to enhance STEAM learning.
  • To enable teachers to design and evaluate STEAM-based educational projects.
  • To promote inclusive education through the use of Universal Design for Learning (UDL) principles.
  • To integrate the Sustainable Development Goals (SDGs) into STEAM education.

Outline:

The program is structured around eight pillars:


STEAM Education as a New Educational Paradigm:

  • Introduces the fundamentals of STEAM education and its application across educational stages.
  • Explores the components of STEAM: Science, Technology, Engineering, Arts, and Mathematics.

Computational Thinking:

  • Focuses on developing computational thinking through programming, robotics, scientific research, and artificial intelligence.
  • Teaches the use of technological tools to foster logical thinking, problem-solving, and creativity in the classroom.

Active Methodologies:

  • Covers approaches like project-based learning, research-based learning, Art Thinking, and problem-based learning.
  • Emphasizes active student participation, collaborative work, and the development of practical skills.

Technology:

  • Utilizes a wide range of technological tools to enrich lessons, including programming environments like Scratch, Lego, RPG Maker, and Unity.
  • Incorporates emerging technologies like artificial intelligence and augmented reality.

Creation of STEAM Content and Activities:

  • Emphasizes practical application through the creation of content, design of learning environments and classrooms, and development of STEAM educational projects.
  • Covers the production of reports and summaries reflecting progress and achievements in STEAM projects and activities.

Inclusive Education:

  • Promotes inclusive education through Universal Design for Learning (UDL).
  • Equips teachers to adapt their educational approach to meet individual student needs and foster a diverse and inclusive environment.
  • Emphasizes the encouragement of girls and women's participation in STEAM fields.

Education for Sustainable Development:

  • Addresses the Sustainable Development Goals (SDGs) and their integration into education.
  • Enables teachers to design teaching units and projects that promote responsible resource use, responsible consumption, and quality education.

Course Schedule:

  • The program is divided into 10 modules, each with a specific focus.
  • The modules cover a range of topics, including STEAM learning, methodologies, computational thinking, technology, curriculum development, project design, evaluation, inclusive education, sustainable development, and professional practices.

Assessment:

  • The program utilizes a variety of assessment methods, including:
  • Assignments
  • Projects
  • Presentations
  • Exams
  • The assessment criteria are designed to evaluate students' understanding of the program's content and their ability to apply the knowledge and skills learned in practical settings.

Teaching:

  • The program employs a blended learning approach, combining online learning with four in-person weekend sessions.
  • The online learning component provides flexibility and access to a wide range of resources.
  • The in-person sessions offer opportunities for collaboration, practical application, and networking.
  • The in-person sessions take place in the "Aula del Futuro," a state-of-the-art learning environment designed according to INTEF (National Institute of Educational Technologies and Teacher Training) criteria.
  • The program features a faculty of experts in STEAM education, technology, and pedagogy.

Careers:

  • Upon completion of the program, graduates will be qualified to work as:
  • Teachers in public, private, or charter schools at the early childhood, primary, secondary, or high school levels.
  • Developers of STEAM-based teaching units.
  • Leaders of STEAM-focused educational projects in schools.

Other:

  • The program is officially certified by ANECA (National Agency for Quality Assessment and Accreditation), which is part of the Ministry of Education.
  • The program is recognized throughout the European Higher Education Area (EHEA).
  • The program qualifies graduates to pursue a doctorate in education.
  • The program's official master's degree is valid for merit-based scoring in public education teacher exams.
  • The program offers a free personalized study of validations for students with prior qualifications and work experience.
  • The program's Online & On Campus methodology allows students to combine online learning with four in-person weekend sessions.
  • The program offers two certificates:
  • Certificate in Neuroeducation and Emotional Intelligence in the Classroom of the Future
  • Certificate in Technology and Educational Artificial Intelligence
  • The program includes access to Harvard Business Publishing courses to develop skills for excelling in the Master's Thesis.
  • The program includes a "Clinical Education" component, where students can participate in a clinical setting to help educational institutions address their challenges and implement innovative solutions and projects.
  • The program prepares students for recognized certifications, such as Google for Education and Microsoft Educator.
  • The program offers a virtual learning experience called "eLab Education," which simulates the experience of a first day as a teacher in a virtual classroom for early childhood, primary, and secondary education.
  • The program's online methodology is flexible, accessible, and supportive.
  • The program's educational model emphasizes experiential learning, meaningful learning, collaborative learning, professional learning, constructive and discovery-based learning, and autonomous learning.
  • The program is designed for graduates in early childhood education, primary education, and the Master's in Secondary Teacher Training.
  • The program is also open to teachers from other educational stages with at least two years of teaching experience (vocational training, university) who are interested in developing their innovative skills under the STEAM educational approach.
  • The program offers a wide range of scholarships and financial aid options.
  • The program offers free validation studies for students with prior qualifications or work experience.
  • The program is part of a university with a strong commitment to quality and continuous improvement.
  • The program is designed to meet the needs of a globalized world.
SHOW MORE
How can I help you today?