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Project Plan


Project Plan


I Learning Life Skills Through STEAM  eTwinning Project:
Project Duration: November 2025 - April 2026
Project Goal: The aim of this project is to help students acquire essential life skills in literacy, mathematics, environment, science, digital literacy, citizenship, and artificial intelligence; it is about implementing STEAM-based activities to support their academic development while preparing them for the technological and sustainable world of the future. 

STEAM (Science, Technology, Engineering, Art and Mathematics) fields and create a multi-faceted learning experience by combining different disciplines (fairy tales, coding, visual designs, mind games, artificial intelligence, origami, mandala, orienteering and citizenship knowledge) in this process
🎯General Objectives of the Project:
1. To provide students with environmental awareness and enable them to develop creative solutions for the protection of nature.
2. To provide students with problem solving, design and critical thinking skills by effectively integrating STEAM disciplines (Science, Technology, Engineering, Art, Mathematics).
3. To encourage learning in touch with nature through artistic and outdoor activities such as origami, mandala, orienteering.
4. To provide students with a sense of social responsibility through citizenship education.
5. Providing students with the opportunity to create "joint products" through multiple disciplines during the project process.

💧PROJECT MONTHLY PLAN💧

📌NOVEMBER-ACTIVITIES 2025:

Project Start and Introduction
✳️Project Introduction and Goal Setting

A presentation is made with students about the purpose, goals and activities to be carried out for the project. Students learn the tasks they will undertake during the project process.

Login activities

✳️Teacher and school introductions , 

✳️Contact information

✳️Obtaining parental permission documents

✳️Student introductions 

✳️Project promotion and planning meeting ✳️Determination of project rules and preparation of the video

✳️Logo Studies and joint logo selection

✳️Poster Studies and joint poster selection

✳️Preparation and distribution of the project promotional video

✳️Preparation of Project Facebook and Blog

✳️Conducting a preliminary survey for teachers

✳️Collecting preliminary information about cognitive process skills by administering a preliminary survey to the student..

✳️Preparation of annual planning by joint dedecision

✳️Preparation of the Project Collaborative Poster

✳️​Selection of the Project Mascot

🔎DECEMBER ACTIVITIES 2025:

  💬 December 6th Chat Room - Discussion of Project Activities: Aims to evaluate the progress of the work and strengthen the effective communication and collaboration skills of the participants.
🌱 Love for Nature and AI Coloring Activity: Targets developing environmental awareness and enhancing digital design skills through the use of artificial intelligence tools.
 🎭 Visualizing and Dramatizing Proverbs and Idioms – STEAM Activity: Improves creative thinking and design-oriented skills by materializing abstract concepts through STEAM disciplines.
🎄 New Year Greeting Card Activity: Enables students to express their aesthetic feelings while reinforcing their fine motor and visual art skills.
 💻 December 18th Online Meeting - Students Meeting with New Year Cards and New Year Celebrations: Supports cultural interaction and social communication skills by bringing students from different schools together in a digital environment.

JANUARY-FEBRUARY ACTIVITIES 2025 :

  • 🎨🌿 Art Journey with Recycled Yarns: Aims to develop students' environmental awareness and creative design skills by transforming waste yarns into artistic works.
  • ​🚗🚢✈️ Vehicles from Recycled Materials: Supports students' problem-solving and sustainability skills by designing transportation vehicles using recycled materials.
  • ​📖 We Create Stories, We Grow with Life Skills: Targets enabling students to construct their own stories to internalize their imagination and core life values.
  • ​🧐 5W1K Evaluation of Stories: Reinforces students' critical thinking and comprehension skills by analyzing texts using the 5W1K method.
  • ​🗓️ February 4th Review of Project Activities on Twinspace: Strengthens students' self-assessment and collaboration skills by checking digital contributions within the project process.
  • ​💻 Safer Internet Day 2026: Increases students' digital safety and ethical behavior skills by raising awareness about the conscious use of the internet.
  • ​📚 Creation of English and Turkish e-Books: Improves students' technology use and language proficiency skills by compiling stories into digital books.
  • ​🌳 Creation of a Collaborative Project Tree: Supports students' skills in solidarity and joint product development by combining motifs made from recycled yarns into a collective masterpiece.

MARCH ACTIVITIES 2026 :

 🍓 Delicious Designs – Life Skills Workshop: Aims to combine healthy eating habits with mathematical concepts to develop students' creative design and healthy living skills.

  🌿🦋 Living–Environment Interaction Comes to Life Through Origami – Life Skills Workshop: Enhances students' environmental awareness and hand-eye coordination skills by exploring natural interactions and geometric shapes through origami.

  💧 March 22 – World Water Day Activity: Strengthens students' resource efficiency and sustainability awareness skills by drawing attention to the vital importance of water.

  💻 March 10th STEAM Specialist Training with AI Online Meeting: Aims to develop participants' digital competence and technical skills by integrating innovative educational technologies into STEAM disciplines.

  💬 March 29th Chat Room - Discussion of April Activities: Supports students' collaboration, time management, and effective communication skills by collaboratively planning the upcoming month's activities.

APRIL ACTIVITIES-2026 :

  🧸 Creating Toys Inspired by Toys Seen in the Environment: Aims to develop students' creativity and recycling awareness by observing surrounding objects to design their own toys.
 🎶 Collaborative Song Creation, Having Mascot Steamora Sing, and Rhythming: Supports students' sense of rhythm, digital tool usage, and teamwork skills by producing a collective musical work.
🏃 Performing Mascot Steamora’s Sports Movements and Cracking the Code: Reinforces students' gross motor skills and analytical thinking abilities by combining physical activities with problem-solving processes.
 🌟 Various Activities Applied in Classrooms for Life Skills: Increases students' self-care and social adaptation skills by experiencing basic daily life responsibilities through classroom activities.

MAY ACTIVITIES-2026: 

⁠⁠⁠⁠⁠⁠⁠⭐9 May ⁠⁠⁠⁠⁠⁠⁠eTwinning Day Chatroom

18 May Student Webinar "Imitating the Life Moves of a Mascot Steamora and Unlocking the Password

⭐Carrying out 9 May eTwinning Day Activities 

🌟 Various Activities Applied in Classrooms for Life Skills: Increases students' self-care and social adaptation skills by experiencing basic daily life responsibilities through classroom activities.

⭐Mersin University ITE (Initial Teacher Education) Different Life Skills Workshops:This collaborative initiative brings together teacher candidates and primary school students to foster essential daily, social, and emotional capabilities through hands-on activities. Built upon experiential learning models, the workshops provide a dynamic environment where students develop critical thinking, problem-solving, and collaboration skills through innovative educational practices.

⭐Students say goodbye to the project by applying the digital game with fun quizzes⭐17 May Chatroom

⭐Project School Exhibition ⭐Collection of all team activities in the CANVA web 2.0 tool magazine 

⭐Conducting student and teacher final surveys

⭐Students say goodbye to the project by applying the digital game with fun quizzes

⭐Preparation of project evaluation and resultsInterpretation of surveys and evaluations

⭐Comments - Thoughts about the Project in the Forum and Teacher Bulletin

⭐Preparation of the Project Virtual Exhibition

⭐Teacher Certificate of Appreciation

⭐Project Student Documents

⭐Preparation of Project Final Video

EXPECTED OUTPUTS AND PRODUCTS

🟣Student Learning Outcomes: Aligned with the shared educational goals of 7 countries and framed within a cross-curricular integrated curriculum;interdisciplinary STEAM skills, scientific inquiry and design-thinking capabilities, environmental and sustainability awareness, data literacy, advanced digital competence, foreign language (English) communication, creative problem-solving, and a culture of international collaboration.
🟣Dissemination Activities: Official school websites, project website, final video, e-magazine, virtual exhibition, institutional social media accounts (Instagram, Facebook, etc., and 2026 Mersin eTwinning Digital Magazine (Page 58), in-school/online science fair exhibitions, international CodeWeek events, and participation in the STEM Discovery Campaign 2026.
 

PROJECT COLLABORATIVE PRODUCTS

✴️The Life Skills Tree: A collaborative activity that visualizes and integrates the daily life experiences and values acquired by the students.
✴️The Digital Adventure of the Mascot Storybook:A co-authored digital storybook depicting the adventures and STEAM journey of the project mascot.
✴️Steamora's Life Skills Movements & Code-Breaking Activity: An interactive digital/physical game and puzzle-solving activity that utilizes students' interdisciplinary skills, coding concepts, and logical reasoning.
✴️From Recycling to Music Instrument Designs: Eco-friendly, unique musical instrument designs converting waste materials into music and art, accompanied by the collaborative project song.
✴️Project E-Magazine: A shared interactive e-magazine showcasing all activities, student artifacts, and project outcomes generated throughout the process.
✴️Virtual Exhibition: A 3D digital/virtual exhibition hall that provides global access to all artistic, scientific, and technological products created during the project.
✴️Project Final Video: A closing video produced with contributions from all partner schools, summarizing the core achievements and highlights from the beginning to the end of the project.
 

TECHNOLOGIES AND WEB 2.0 / WEB 3.0 TOOLS USED

Communication and Process Management:TwinSpace, Zoom, WhatsApp, Facebook (Project Groups), Instagram.
Collaboration and Product Design:Canva, Padlet, StoryJumper, AnswerGarden, Google Tools (Docs/Forms), Wakelet, Slido, Project Website.
Artificial Intelligence and Innovative Technologies: ChatGPT, Gemini, Microsoft Copilot, NotebookLM, Bing Image Creator, Canva AI, Ideogram, QuickDraw, HeyGen, CapCut, Grok.
STEAM, School Labeling, and Gamification: STEM School Label Platform, STEM Discovery Campaign Platform, Wordwall, Suno AI.

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I LEARN LIFE SKILLS THROUGH STEAM

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