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Brief Analysis on Interventional Preferences among EASE Members and Non-Members
As part of the enrollment process in the EASE network, a brief analysis was conducted to identify which areas of intervention are most valued by both members and non-members. The aim of this initiative is to guide and focus EASE’s activities according to the preferences of its respondents. The survey universe consists of 116 people, including 77 members and 39 non-members.
After 3 years of EASE, we are reconducting a study on Science, Technology, Engineering, Arts, and Mathematics (STEAM) education in Europe and we want to hear from you. Share your thoughts, experiences, and ideas with us by filling out this form. Your input will help us better understand the current landscape of STEAM education in Europe. Let your voice be heard and collaborate with us on this important project!
Just 2 minutes, 18 questions!
Lesson Plans
Multimedia:
Do you want to share something about STEAM Education with our community? It would be great!
Please, go to https://ease-educators.com/submit-an-article-form/ and submit your information. Thank you!
AggreGate repo
MakerSpaces 4 Education in Europe
(makerspaces, hackerspaces, fablabs, code schools, hacklabs, science clubs…)
MakerSpaces 4 Education in Europe
(makerspaces, hackerspaces, fablabs, code schools, hacklabs, science clubs…)
This map has the purpose of showing who’s performing STEAM Education in Europe.
In case you want to add your organization, click here: I want to add a Makerspace for Education
Insights on STEAM Education and AI Integration
Former Italian Prime Minister Mario Draghi’s long-awaited report on Europe’s competitiveness has finally seen the light of day. This document addresses Europe’s pressing competitiveness challenges amidst rapidly evolving technologies, emphasizing the need for a coordinated strategy to bridge innovation gaps, invest in AI, and refine education systems, crucial for fostering a skilled workforce. These steps are essential for ensuring Europe’s sustainable economic growth and global standing in the digital age.
International School Hilversum
The International School Hilversum (ISH) stands as a beacon of progressive education, emphasizing STEAM (Science, Technology, Engineering, Arts, and Mathematics) disciplines. Located in the Netherlands, this institution caters to a diverse student body ranging from primary to secondary years, effectively addressing the academic and developmental needs of children and young adults aged 4 to 18.
The Educator’s Role in Environmental Advocacy
As educators, we have a unique opportunity to inspire and educate others about the importance of environmentally friendly behavior. By incorporating sustainability into my curriculum, organizing eco-friendly initiatives, and leading by example, I can encourage my students and colleagues to adopt greener habits. Although it may require sacrificing some comforts, the satisfaction of making a positive impact on our planet far outweighs any temporary discomfort.
STEAM Approach: SMS on AI created by Jacob Bruce (1669-1735)
Istileulova Yelena, PhD
https://doi.org/10.55295/PSL.2024.II
Discover how waste wool can be used
Discover how waste wool can be used to make bio-based products, perform quantitative chemistry using low-hazard microscale techniques, explore biodiversity in the school garden, and much more! Read it at https://www.scienceinschool.org/issue/Issue-69/
Learning STEAM can still be interesting, even during vacation
Even during vacations, learning can be a rewarding pursuit. It keeps the mind sharp, fosters a love for learning, and can make the return to routine smoother. Embracing study as a lifelong habit ensures continuous growth and discovery, turning even leisure time into an opportunity for personal enrichment.
“Quick, Draw!” by Google
The unique advantage of the “Quick, Draw!” STEAM material is its integration of machine learning technology in a fun and interactive way for students. By engaging in drawing games that are supported by AI, students can learn about the complexities of machine learning algorithms and how they analyze patterns and strokes in drawings to make accurate guesses. This hands-on approach allows educators to incorporate real-world applications of technology into their STEAM curriculum, sparking creativity and critical thinking skills in students. Additionally, the open-sourced nature of the dataset encourages further exploration and customization, enabling educators to tailor the material to suit their specific educational goals.