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New exercises for developing a STEAM practice

Education and training
August 4, 2022

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It has now come to a close STEAM Process, the project that aims to foster innovation in the science/technology field through the introduction of the A of Arts between Science, Technology, Engineering and Mathematics. Funded by the Erasmus+ program, it has as partners, in addition to Sineglossa, the University of Finland XAMK, the Swedish consulting firm Changemaker, Spain’s Conexiones Improbables and the cultural innovation center Materahub.

After analyzing the good practices implemented at the European level on the STEAM approach in educational and cultural settings, we produced a methodological manual to facilitate the generation of STEAM practices in educational and research settings.

From the three-step method to Munari’s useless machines, the methodology offers practical exercises, tips for trainers and sources of inspiration.

The methodology is based on the hackathon (challenge, limited time, competition among teams) but with an eye always turned to the inclusion of A in STEM to Contributing to the transition from STEM to STEAM. Through a process of
, the methodology developed will be “translated” into a game aimed at training the creative and artistic skills of professionalistз and studentз in the scientific field.

The purpose of the methodology is not to teach artists and women artists to play “scientist” or scientists and women scientists to play “artist,” but to bring together scientistats and artists, their research and visions, to understand-and change-the world.

You can learn more by also reading Alessia Tripaldi’s article on Bruno Munari, the “Leonardo” of the 20th century (in English).

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