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

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:
Reviving student interest in STEAM education, especially among disadvantaged groups
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:
Project Website: www.milesteam.eu
Instagram: @mile.steam
TikTok: @milesteam.eu
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.