EASE- EuropeAn network of STEAM Educators is a non-profit organization whose activity has the ultimate objective of helping and enhancing the work of all educators and teachers in terms of promoting STEAM skills with children, young people and adults in formal and non-formal education.

EASE Summit

2nd European Summit of STEAM Educators

15-16 September 2023 | Online Event

One-of-a-kind event where STEAM educators from around Europe come together to share their best insights on methodologies and technologies they use to teach and inspire the next generation of creative thinkers.
The Summit will take place online, and is open to all. The content will also be appealing to parents, homeschoolers, education policy makers, school principals…
Let’s understand the state of the art of STEAM in Europe and connect across borders.

Free access with registration required!

EASE Summit

2st European Summit of STEAM Educators

15-16 September 2023 | Online Event

One-of-a-kind event where STEAM educators from around Europe come together to share their best insights on methodologies and technologies they use to teach and inspire the next generation of creative thinkers.
The Summit will take place online, and is open to all. The content will also be appealing to parents, homeschoolers, education policy makers, school principals…
Let’s understand the state of the art of STEAM in Europe and connect across borders.

Free access with registration required!

The Summit starts in:

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Hour(s)

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The Summit starts in:

Day(s)

:

Hour(s)

:

Minute(s)

:

Second(s)

Overview

We are working on the second edition of a virtual summit dedicated to educators and STEAM Education. Our vision is to continue connecting Educators across the EU so that they can learn from each other for the benefit of their students and our societies.

The STEAM Education framework continues to gain increasing visibility in all worldwide, including in Europe.
The concept is evolving in the educational field, with a multitude of activities, projects, and programs. These, whether coordinated or not, combined with the attractive technological developments for society, have translated into an increased focus on STEAM areas in education. This now prompts the need to reflect on what we are doing in this field.

  • Do STEAM Education initiatives have an economic development effect on society?
  • Is it interesting for each makerspace to work independently, yet with creative freedom?
  • Are our educators prepared to learn and incorporate new technical and artistic skills beyond their pedagogical practices?
  • Will all educators need to adopt STEAM approaches in the future?

These are just a few questions that arise when we consider our work in this area, both inside and outside of school.
However, there are other questions we must ask, to understand the essence of STEAM Education:

  • What constitutes a STEAM Education activity?
  • What criteria must an educational project meet to be recognized as a STEAM Education approach?

We are actively seeking answers, which can only emerge through the collective discussion among various stakeholders in this educational field. Whether they are technology or material producers, teachers, teacher trainers, researchers, or STEAM educators within the community, we invite all to participate.
As part of a network that aims to incorporate diverse perspectives, we are organizing the 2nd European Summit of STEAM Educators. This event will bring together educators, teachers, researchers, projects, organizations, universities, and producers of STEAM Education materials in a series of presentations, allowing us to grasp the current state of this educational dimension in Europe.

European STEAM educators will convene online in a Think Tank that will produce official conclusions and set future references for our everyday activities. We will find answers to specific questions, share our doubts, and engage in discussions with colleagues and experts who will generously share their knowledge and expertise with us.

Don’t miss this event.

Apply as a speaker or register as a participant.

We welcome submissions from any member of our community who can demonstrate thought leadership in STEAM Education. If you would like to be a Speaker, please complete the Call For Speakers form and carefully read the guidelines to create your video subsmission.

Relevant dates

Call 4 Speakers submission:

1st July 2023

Speakers selection:

15th July 2023

Participants registration:

 

<14th September 2023

EASE Summit 2023 registration

We had 726 registrants!
It was an increase of more than 60% compared to the 1st edition!

a link to watch the event live was sent to registrants via email on September 14th.

EASE Summit Schedule:

Central European Time (CET)

Day 1: September 15th 2023

Nelson Gomes

14.00h

Welcome to the 2nd European Summit of STEAM Educators!

 

It is with great enthusiasm and satisfaction that I welcome you to the 2nd edition of the European Summit for STEAM Educators, organized by EASE – the European Network of STEAM Educators. This event represents a significant milestone in our educational journey, where we come together to explore, learn, and inspire meaningful changes in our educational practices and, more importantly, in the world in which we live.

Vesna Lampić

14.11h

Learning Community through the "GLOBE Program Elementary K-4" Project

[6 minute presentation]

The GLOBE Program offers lots of opportunities for sustainable development and STEM learning, for students, teachers and the community. For Kindergartens and primary schools, Elementary GLOBE protocols and activities can be implemented in everyday teaching. For collaboration in the Elementary GLOBE community, the “GLOBE Program Elementary K-4” Project was created.

Gjorgjina Dimova

14.17h

Treasure hunt games in STEAM education

[6 minute presentation]

In this talk I will present different treasure hunting games I’ve created for my classroom: treasure hunt using QR codes, google maps and google sheets that is set outside the classroom, Qr code treasure hunt in the classroom, Physical escape room, digital escape room created with genial.ly.

Mariana Mihaela Lazăr

14.23h

Water Cycle with BIT&EVO

[6 minute presentation]

The Meet and Code event entitled Water Cycle with Bit&Evo took place in October 2022 and aimed to familiarize students through technology and programming with the properties and states of aggregation of water, as well as explaining the phenomena underlying these transformations.

Claudia Amaya

14.31h

Phet simulations, an ally for STEAM education

America Guest [20-30 minutes hands-on workshop]

In Steam education, skills such as inquiry, peer work, and critical thinking are developed. Phet simulations promotes all this for free and with a high degree of educational and research quality. We want to introduce PhET to more teachers so that it can be a resource in the classroom.

Stefania Altieri

14.45h

The use of digital technologies at school: a bridge to the future

[6 minute presentation]

Digital technologies are revolutionizing every aspect of our lives. Their importance and pervasiveness in today’s society do not allow us to do without them and the field of education is no exception. Digital skills have now become indispensable in the labor market and in society in general and it is necessary to adequately prepare students for the challenges of an increasingly connected world.

Danilo Kozoderc

14.52h

Learning by prototyping

[20-30 minutes hands-on workshop]

Learning through prototyping can be highly effective in the field of STEM. Students create a prototype, test it, make improvements, and learn through the process. They are also very receptive to new knowledge as it helps them make their prototype better. Teachers, on the other hand, need to embrace pedagogical laziness as they need to step back while children are working on their prototypes.

Mariapia Borghesan

15.14h

How to promote STEAM outside school

[6 minute presentation]

STEAM education is a crucial topic for next generations. The European Commission suggests to improve STEAM education for an early age of students. We know children are curios and have a natural disposition to Science but later sometimes they lose this interest. I am a secondary Maths and Science teacher and I decided to promote Science in a different way. I asked to the municipality of my village the possibility to use the local public library and I organized events for children between 3 and 8 years old. I choose Saturday morning because schools are closed.

Claudia Huber

15.20h

Playful and holistic approach to teaching and learning

[6 minute presentation]

The aim of the playful and holistic approach to teaching and learning is to promote a more engaging, stimulating and meaningful learning environment for students. Playful elements, such as games, cooking and creative practices enhance the teaching process, promoting emotional and social well-being, developing personal and professional skills.

Anna Rita Bisogni

15.28h

Teach technology with Hello Ruby

[6 minute presentation]

What I would like to present at the next summit is not a pre-project but a LS that covered the entire school year and that saw the reading of the book Hello Ruby by Linda Lukas as a supplementary background.
With Ruby we discovered creativity and developed skills; We went in search of the 5 gems, and to do this we used strawbees, ozobots, tinkering, treasure hunts, decrypted ciphers, used computers to create augmented reality tickets and so much more.

Shammy Coello

15.34h

Project Management for Project Based and STEAM Based Education

America Guest [6 minute presentation]

This talk explores the intersection of project management and project-based learning (PBL) within the context of STEAM-based education. Project management principles and practices play a vital role in effectively implementing project-based and STEAM-based learning initiatives. It emphasizes the importance of integrating project management methodologies into these educational approaches to enhance their effectiveness.

Josina Filipe

15.44h

Walking on the (In)visible borders of STEAM Education.

[6 minute presentation]

To acess how STEAM education contributes to student’s creativity development and integration of associated areas, they were challenged to produce a soundtrack for a short video. This was achieved by building artefacts and using the phenomena of physics under study (mechanic energy) to produce sound effects, later recorded and assembled.

Iro Koliakou

15.50h

STEAMing the Future - Promoting inclusion and Empathy in the STEAM classroom

[6 minute presentation]

STEAMing the Future is a project supported by Bodosiakis Foundation that aims to promote inclusion and diversity in the STEAM field through the development of a multidimensional educational platform that combines online and in-person courses with the aim to inspire more young women to follow a STEAM career. The program courses do not address only girls, as changing the mindset of both genders represents an important initiative to address the ongoing skills gap in the STEAM sectors.

Chiara Schettini

16.01h

Creative ways of using QR code in STEAM lessons

[6 minute presentation]

In the talk some creative ways of using QR code in STEAM lessons will be shown, starting with an Unplugged Coding lesson for kids aged 3-5 years and continuing with a 3D QR Code model, created by pupils to illustrate the artistic and cultural heritage of their territory.

Sujit Bhattacharya

16.07h

Unlock the power of IoT with Micro:bit!

[20-30 minutes hands-on workshop]

Structured online workshop on Internet-of-Things delivered in an exciting and enjoyable manner to build a smart home or garden by connecting sensors, cloud, and actuators using micro:bit. The workshop will cover the following topics:

  1. Overview of IoT including IoT components and applications.
  2. Micro:bit and associated sensors to collect data.
  3. Transfer data to the computer to post to the cloud.
  4. IoT data analytics and visualisation.
  5. Data actions and notifications.

Nelson Gomes

16.39h

Closing Day 1!

Day 2: September 16th 2023

Nelson Gomes

14.00h

Opening Day 2!

Karolina Brleković

14.04h

GAMMA - playing or learning?

[20 minute presentation]

Game-based learning (GBL), and especially digital game-based learning (DGBL) due to its interactive nature, have a promising approach to learning and teaching. DGBL can be effective in increasing students’ motivation to acquire and develop skills that go beyond the content offered by the current mathematics education system.

Maja Videnovik

14.19h

Using mobile augmented reality games in education

[20 minute presentation]

Use of mobile augmented reality games in education has the potential to create interactive and engaging learning environment and to increase students’ interest and motivation. The presentation will focus on pedagogical principles, describing the process of incorporating of mobile AR games in teaching, and obtained results from the research.

Ashley Morris

14.40h

Systems thinking

[20 minute presentation]

My proposition is to help students learn how to create simple designs of world beating products such as Concorde, the world’s first and most successful supersonic passenger airliner. Bridge the gap between work and education – Gatsby Benchmark 4. In the world of engineering there’s always a need to group items by common properties such as electrically powered items in a car – the electrical system. In the field of Mathematical Logic this relates to set theory including Venn Diagrams.

Rameeta Vasudev Sharma

14.53h

Journey from Scrap to Success

Asia Guest [20 minute presentation]

“Imagine, you could visualise the intricate and abstract concepts of science and mathematics.” For example, a student who studies the topic “Reflection” in science class do not get any connection of the same topic he/she studies in the mathematics class. Are they totally different? Or are there some connections between the two? Effective implementation of STEAM education would serve several purposes including interdisciplinary education and technology integration in the K-12 segment.

Nefisa Žabić Aslan

15.15h

The Game Jam For Kids: ArfBot Teaches Game Development To 2000 Kids Using dot big bang

[20 minute presentation]

The Second ArfBot Game Coding Competition, organized jointly by Dijital Çağ Atölyesi and a state institution, Ankara Development Agency, was successfully completed. Children aged 8-14 living in Ankara province (capital city of Turkiye) participated in the competition for free. This year’s event, which was held for the second time, is a competition based on raising awareness of safe internet use among students and supporting them to be productive individuals in the digital world.

Cândida Manuel

15.34h

Active learning and collaborative communities stimulate students involvement

[20 minute presentation]

In all-ages STEAM Education, critical and creative thinking and learning autonomy are some of the important skills that are crucial for future professionals.
It is intended to present the activities, difficulties, and results of Problem-Based Learning in collaborative environments implemented in engineering courses, in comparison with the traditional expositive methods.

Aikaterini Spitsa

15.55h

STEAM, Open Technologies and Education for Sustainable Development

[20 minute presentation]

An action plan for Sustainable Development Goal 12 in Early Childhood Education

This action plan focused on Planetary Health. Emphasis was placed on the development of children’s creative thinking through the protection of the school yard’s trees and solving the problem of wasting A4 paper in the school area, their acquaintance with how paper is produced and how it is recycled, and in the search for solutions for rational use.

Pere Vilanova

16.08h

Understanding STEAM practices: key criteria

[20 minute presentation]

Road-STEAMer (https://www.road-steamer.eu/) has been conducting research work on the criteria that are crucial in mapping and analysing STEAM practices in Europe. The key criteria identified are Equity, Collaboration, Disciplinary inter-relationships, Thinking-making-doing, Creativity, Real-world connection and Inclusion/Personalisation/Empowerment. This is a presentation of our key findings.

Gaja Zornada

16.25h

Code me a story - how to offer digital skills to non-coders

[20 minute presentation]

Stories are one of the most powerful tools human kind has developed through the millennia of our culture. We are trained in understanding and building imaginary sequences of events from early childhood onwards. By simply using familiar landscapes, we can teach new complex digital skills with more ease.

Rebecca White

16.50h

Muinín Catalyst Sustainable STEAM: developing a place-based STEAM learning programme for post-primary learners in Ireland.

[20 minute presentation]

Muinín Catalyst’s Sustainable STEAM (MCSS) programme is a transdisciplinary pedagogical approach that utilises the Sustainable Development Goals and the Earth Charter as a thematic principle for place-based STEAM lesson plans and blended learning resources that augment the Irish Curriculum with 21st Century future-ready skills; creativity, collaboration, critical thinking, creative problem-solving, design thinking. It also supports the development of the ability to communicate and develop effective real-world solutions to key global challenges.

Alessandra Angelucci

17.18h

Checkmath

[20 minute presentation]

In this talk I will address the importance of teaching Euclidean geometry in high school. I will focus on the fact that making correct and beautiful drawings is fundamental to learn geometry: both theory and practice. Finally, I will present an operational proposal to make students good at making drawings.

Anita McKeown

17.35h

The STEAM Design Sprint as method for integrating 3rd level research within 2nd level / post-primary education

[20 minute presentation]

We present our adaptation of a standard industry practice ‘The Design Sprint’ as a method for integrating 3rd-level interdisciplinary research within 2nd-level / post-primary STEAM education. The presentation introduces the method, the process and demonstrates the two-way channel that benefits both researchers, learners and its legacy that any teacher can deliver

Marisa Correia

18.00h

Developing Innovative Learning Environments for STEAM Education

[20 minute presentation]

At the School of Education of the Polytechnic University of Santarem we have developed a project – Sci&Math Creative lab, inspired by the initiative Future Classroom Lab of the European Schoolnet. These project launched in 2016 aimed at reconfiguring wo traditional science classroom laboratories into flexible, comfortable, and technology-enriched environments in our effort to develop new learning approaches to motivate our students and to foster their academic success in STEAM areas and, ultimately, prepare them, as future teachers, to design learning scenarios for these new learning spaces.

Nelson Gomes

18.19h

Closing of the 2nd European Summit of STEAM Educators

Organizing Committee

EASE Summit Organizing Committee
    • Alice Severi [Italy]
    • Ana Cristina Louro [Portugal]
    • Balan Sorina-Mihaela [Romania]
    • Iro Koliakou [Greece]
    • Lidia Ristea [Romania]
    • Madhumalti Sharma [Luxembourg]
    • Maria-Cristina Ciocci [Belgium]
    • Mirko Labbri [Italy]
    • Nelson Gomes [Portugal]
    • Simone Ferrecchia [France]
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