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MileSteam Project: Mitigating Learning Losses in STEAM through Evidence Based Approach

Can STEAM education spark inclusion and innovation for migrant students?
Discover MileSteam project brought drones, robots, and 3D printers into classrooms.

Introduction

In an era where innovation drives societal progress, Science, Technology, Engineering, Arts, and Mathematics (STEAM) education is crucial for shaping the future. However, access to and interest in STEAM fields are not equally distributed among all learners. Students with a migrant background, in particular, often face barriers that hinder their academic success and inclusion in these domains.

The MileSteam project was designed to address this challenge by fostering interest and improving achievement in STEAM among migrant students in Europe. Supported by Erasmus+, MileSteam brought together organizations and schools from four countries to create an inclusive, innovative, and hands-on STEAM learning experience.

Why the Project Was Needed

A 2023 report by the German Development Bank (KfW) warned that a shortage of STEM (MINT) professionals is threatening the country’s innovative capacity and prosperity. At the same time, both OECD and Eurydice reports show that migrant-background students consistently underperform in school compared to their peers. This project emerged to address two critical needs:

  1. Reviving student interest in STEAM education, especially among disadvantaged groups

  2. Reducing the academic gap for students with a migrant background

By merging innovation, accessibility, and equity, MileSteam became a catalyst for educational transformation.

Project Objectives

  • Increase engagement of migrant-background students in STEAM fields

  • Provide accessible and practical training in robotics, coding, drones, and 3D printing

  • Train teachers using a structured Teacher Guide and STEAM teaching modules

  • Facilitate collaboration through digital tools and transnational exchange

  • Promote inclusion, green practices, and digital transformation in education

Target Groups

The project directly supported:

  • Migrant-background students (aged 10–17) across Germany, Humgary, and Czechia

  • Their families (as observers and supporters of learning)

  • Teachers, who received training on STEAM pedagogy and methods

These groups gained hands-on experience, improved learning outcomes, and increased motivation to pursue STEAM subjects.

Key Activities

  • Pilot trainings in all four countries, including coding, robotics, drone and 3D printing modules

  • Scenario-based learning, such as building a crown for a royal event or delivering emergency aid with drones

  • Production of training modules with defined learning outcomes

  • Development of a Teacher Guide based on research and best practices

  • Creation of a professional introduction video and 20 short dissemination videos

  • Implementation of evaluation frameworks, including pre-tests and post-tests

Innovative Approaches

The project used:

  • Game-based and scenario-based learning to increase engagement

  • Digital collaboration tools (Google Drive, Zoom, WhatsApp) for coordination

  • Eco-conscious mobility, including shared cars for travel instead of flights

  • Inclusive design: Learning materials and methods were tailored for language, cultural background, and socioeconomic status

Dissemination and Impact

  • Each partner organization reached out to total 120 stakeholders through Multiplier Events, showcasing project results

  • Project videos were used as powerful tools for outreach, reaching 500K people across the EU. 

  • Each partner was encouraged to create a dedicated section on their websites to promote MileSteam results

The project website www.milesteam.eu, along with Instagram and TikTok channels, served as hubs for communication and visibility.

Transnational Collaboration

Partners brought unique strengths:

  • Frohsinn Bildungszentrum: coordination and teacher support

  • University of Augsburg: research and evaluation

  • Code MIT and EMM IT: curriculum development

  • Onfluence: video production and dissemination

  • Partner schools: pilot implementation and teacher engagement

Working across borders ensured cultural richness, knowledge exchange, and a broader impact.

Sustainability

  • The project motivated schools to invest in their own STEAM labs

  • Teachers trained through the project are now equipped to deliver STEAM education independently

  • Materials and videos will continue to be used by schools beyond the project's lifetime

Conclusion

MileSteam successfully combined inclusion, digital innovation, and practical education to make STEAM accessible for all. It has become a model for how European collaboration can drive educational equity and excellence.

📎 For more information:

Let’s continue to make STEAM education a tool for empowerment and inclusion across Europe! 

* MileSteam is an Erasmus+ project and Co-funded by European Union. The content of this website represents the views of the authors only and is their sole responsibility. The Commission is not responsible for any use that may be made of the information contained therein. All of the project outputs licenced in Creative Commons, Attribution-ShareAlike 4.0 International. 

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