The project Bridge is co-funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the Servicio Espanol para la Internacionalizacion de la Educacion (SEPIE). Neither the European Union nor the National Agency SEPIE can be held responsible for them. -- Number: 2025-1-ES01-KA220-HED-000359236 --

LEVEL 1. T.E.S.T. – Transforming Education in STEAM

BRIDGE Main Challenge: A.3. Educational gaps throughout educational trajectories, including higher education


What problem does it address?

University STEAM educators face a widening gap between the rapid digitisation of scientific and professional environments and their own pedagogical preparedness. Laboratory teaching still relies on traditional in-person formats, and existing teacher training rarely covers adaptive methodologies, digital laboratory environments or the design of accessible, personalised learning.

What does it propose?

T.E.S.T. built a complete training ecosystem for adaptive STEAM teaching: a 30-hour online asynchronous programme of 10 modules worth 1.5 ECVET credits, a 293-page Adaptive Teacher Toolbox cataloguing hardware and software for e-lab design, and 10 open-licensed interactive video resources. A train-the-trainer model spreads the practice inside each institution.

Why is it an inspiring practice?
  • • It was designed from evidence: a comparative desk analysis and focus groups in seven countries defined the competence framework.
  • • Focus group findings directly determined the ten OER topics and the structure of the Learning Path.
  • • Tool selection is not left to taste: the criteria are grounded in Bloom’s revised Taxonomy and Media Synchronicity Theory.
  • • Accessibility is built into the instrument: recommended tools must work with assistive technologies, support several languages and run on ordinary devices.
  • • The OERs use branching video, so that the learner’s choices shape the content that follows.
  • • The training is formally recognised at 1.5 ECVET credits, giving it standing within European credit transfer frameworks.
  • • A cascade train-the-trainer model turns each trained educator into an internal multiplier within their institution.
  • • The consortium deliberately includes arts academies and continuing education institutions alongside research universities.
  • • All outputs are released under an open licence and remain available for new enrolments after the project period.
Resources you'll find
  • • Learning Path: 30 hours, 10 modules, 1.5 ECVET credits, with prompt questions, peer-reviewed readings and automated quiz feedback.
  • • Adaptive Teacher Toolbox: 293 pages, taxonomy of hardware and software for e-lab design, 9+ disciplinary case studies.
  • • 10 Open Educational Resources as interactive branching video pills (CC BY-NC-ND 4.0).
  • • Module 10 self-assessment toolkit: 12-item questionnaire on course quality with best practice recommendations.
  • • e-learning platform delivering the full course.
  • • Project website: https://project-test.unisi.it
Featured results
51
STEAM university educators directly trained: 21 in person at the Madrid LTTA and 30 virtually
10
Open Educational Resources produced as interactive branching video pills
30
Hours of the online asynchronous training programme, 10 modules validated at 1.5 ECVET credits
293
Pages of the Adaptive Teacher Toolbox, with 9+ disciplinary case studies
7
European countries covered by the network of 10 partner institutions
What can visitors learn?
• How to define a teacher competence framework from desk analysis and focus group evidence.
• How to choose digital tools by the cognitive level they serve rather than by familiarity.
• How to design a laboratory activity that works for remote, working and disabled students.
• How branching video can turn a training resource into a decision-making exercise.
• How to give a faculty development course formal recognition through ECVET credits.
• How to embed quality self-assessment so that improvement continues without external support.

LEVEL 2. EXPLORE BEST PRACTICE

Introduction

T.E.S.T. is an Erasmus+ KA220-HED project started in 2021, coordinated by the University of Siena with ten partner institutions in seven European countries. It responds to the pedagogical unpreparedness of university STEAM educators for digitally enhanced laboratory teaching by producing a 30-hour online training programme, an Adaptive Teacher Toolbox and ten open educational resources, piloted with 51 educators and grounded in inquiry-based science education, Bloom’s Taxonomy and Media Synchronicity Theory.

  • Coordinating organisation: Università degli Studi di Siena (UNISI)
  • Participating countries: Austria (AT), Belgium (BE), Croatia (HR), France (FR), Greece (GR), Italy (IT), Spain (ES)
  • Duration: 2021 - 2024
  • BRIDGE Main Challenge: A.3. Educational gaps throughout educational trajectories, including higher education
Sustainable Development Goals (SDGs)
  • SDG 4: Quality Education
  • SDG 5: Gender Equality
Secondary Challenges
  • A.1. Structural and intersectional inequalities that shape inclusion and social cohesion

The Challenge

What social issue does it address?

When university educators lack the competence to design adaptive, digitally enhanced and inclusive laboratory experiences, the consequences fall unevenly. Students with disabilities, non-traditional learners, those in geographically remote locations, working students and students from socioeconomically disadvantaged backgrounds are the most affected by the absence of flexible, accessible laboratory modalities.

Why is it important?

This is a second-order inequality: the institutional failure to invest in teacher professional development propagates and amplifies existing inequities in student learning trajectories across European higher education. The pandemic exposed and accelerated the deficit, producing measurable discontinuities for STEAM students.

How does it contribute to the BRIDGE Challenge?

It addresses Level A Challenge 3 by acting on the point where educational trajectories break, the preparedness of teaching staff, rather than compensating downstream: it supplies the competence framework, the tools and the credit recognition that keep laboratory learning accessible.

How does it work?

Three phases. Research and needs analysis combined a comparative desk analysis with focus groups of teachers, students and management staff in every partner country. Resource development produced the Learning Path, the Toolbox and the ten OERs. Training delivery ran a five-day LTTA in Madrid for 21 educators, with 30 more participating virtually, followed by cascade training inside each institution.

What might inspire you?
Ideas for adaptation
  1. Ask teachers, students and managers separately what blocks adaptive teaching.
  2. Pick a digital tool for the cognitive level it serves, not for how familiar it is.
  3. Require every recommended tool to work with assistive technologies.
  4. Let learner choices branch the video: a decision is retained better than a definition.
  5. Close each module with a quiz that answers back immediately.
  6. Give faculty training real credits, or it stays something people do in spare time.
  7. Train three colleagues per institution and ask them to train the others.
  8. A virtual lab lets a student repeat the experiment until it makes sense.
  9. Include arts academies when you design STEAM teacher training.
  10. Hand teachers a checklist to audit the quality of their own course.
Resources created

T.E.S.T. Learning Path – adaptive STEAM teacher training programme

Online training

A 30-hour online asynchronous training programme structured in 10 thematic modules of roughly three hours each, delivered through an e-learning platform and validated at 1.5 ECVET credits. Each module follows a standardised sequence: an introductory text with prompt questions, a peer-reviewed theoretical article, an interactive video pill, an application of the Toolkit and a final quiz with immediate automated feedback. Module topics run from the adaptive teacher profile and diversity in STEAM laboratories to instructional design, task analysis guided by learning outcomes, project-based and problem-based inquiry, assessment techniques, collaborative support in virtual labs, informed tool selection, AR/VR in laboratory teaching and continuous quality improvement.

Teaching staff, Professionals

https://project-test.unisi.it/resources-2/

The STEAM Teacher Toolbox

Manual

A 293-page methodological guide providing a curated taxonomy of the hardware and software available for designing e-labs. Hardware covers interaction devices such as touchscreens, joysticks, development boards and robotics kits, connectivity devices and AR/VR equipment; software covers programming, data analysis, 3D modelling and simulation environments. Selection criteria are grounded in Bloom’s Taxonomy and Media Synchronicity Theory, and require that recommended tools be compatible with assistive technologies, support multiple languages and run on a range of devices. It is accompanied by more than nine pedagogical case studies from partner institutions, spanning arts and humanities, engineering, chemistry and computer science.

Teaching staff, Researchers, Professionals

https://project-test.unisi.it/resources-2-2/

T.E.S.T. e-learning platform

Online training

The delivery infrastructure of the training programme, hosting the full 10-module course together with the interactive video pills, the formative quizzes with automated feedback and the Module 10 self-assessment toolkit, a 12-item questionnaire that evaluates course design, delivery and feedback mechanisms against established quality standards and returns best practice recommendations. The asynchronous online format allows new participants to enrol beyond the project period without additional central infrastructure.

Teaching staff, Professionals

https://project-test.unisi.it/resources-2-3/