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This September marks the beginning of the Nordplus Junior project Digitalisation vs. Nature (Project No. NPJR-2025/10164), as educators from across Latvia, Lithuania, Finland, Estonia, and Iceland gather in Reykjanes for the kick-off meeting. The project is motivated by a common concern: children and young people are spending more and more time in digital environments, often at the expense of their health, social skills, and connection to nature. Our shared goal is to create learning practices that balance the benefits of digital tools with outdoor, hands-on, and collaborative experiences that nurture well-being, creativity, and sustainability.
Meeting Content and Pedagogical Focus The Iceland meeting was designed not just as an introduction but as a lived example of what the project stands for. Discussions focused on how STEAM subjects can be taught in ways that move beyond the screen and into the environment around us. Teachers and coordinators reflected on current challenges in education, such as over-digitalisation and disengagement, and explored practical strategies for teaching science, mathematics, and technology through nature-based approaches. The site visits were chosen to highlight how pedagogy can be grounded in place. In Reykjavík, participants experimented with creative approaches that combine coding and art, showing how digital concepts can be transformed into tangible, outdoor learning activities. Visits to the Suðurnes Science Center, local schools, and the Reykjanes UNESCO Global Geopark demonstrated how scientific knowledge, environmental awareness, and cultural heritage can all be connected in active learning. By linking mathematics to Iceland’s unique landscapes, or biology to its coastal ecosystems, the group experienced first-hand how natural environments provide powerful, memorable contexts for teaching abstract concepts. Building Resources Together The outcome of the project goes beyond these shared experiences, developing a joint handbook of teaching methods and activities for STEAM subjects in outdoor settings. This resource will help teachers reduce the negative effects of excessive screen use while promoting creativity, problem-solving, and collaboration. It will also serve as a model for how to adapt nature-based approaches to different age groups and learning needs, including students with special educational requirements. The Iceland meeting has set the tone for the entire project. That learning happens best when it bridges technology, creativity, and the natural world. The next steps will take the partnership to Finland, Lithuania, Estonia, and Latvia, where each country will build on this foundation and explore how STEAM can be taught outdoors in different seasons and environments. Together, these experiences will provide students and teachers with tools to live, learn, and thrive in balance with both digitalisation and nature. |
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