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