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
The Educator’s Role in Environmental Advocacy

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.

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International School Hilversum

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.

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Qweebi Virtual Makerspace

Qweebi Virtual Makerspace

Qweebi is a groundbreaking virtual makerspace designed to democratize hands-on STEAM education. By leveraging a platform reminiscent of Minecraft, The company enables students to engage in tactile learning experiences through a virtual environment. The platform is accessible online, effectively removing barriers related to cost and space that traditionally hinder the implementation of STEM-based educational activities.

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Is GPT 4o a challenge for schools and educators?

Is GPT 4o a challenge for schools and educators?

The advent of GPT-4o poses a significant challenge for schools and educators. With advanced AI assistants enabling self-directed learning, traditional educational models may need to adapt. Balancing AI’s benefits with the need for critical thinking and human interaction becomes crucial in shaping future educational landscapes.

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Andragogy, AI and STEAM Education

Andragogy, AI and STEAM Education

Andragogy, AI, and STEAM education converge to revolutionize adult learning. By integrating AI-driven personalized learning with STEAM’s interdisciplinary approach, educators can enhance critical thinking, creativity, and problem-solving skills. This synergy empowers lifelong learners to adapt in a rapidly evolving technological landscape, fostering innovation and resilience in the modern workforce.

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Crescere Insieme, inspiring the world of children

Crescere Insieme, inspiring the world of children

Crescere Insieme Company is a notable organization dedicated to advancing STEAM (Science, Technology, Engineering, Arts, and Mathematics) education for children between the ages of 3 and 12. Through its well-crafted projects and community-oriented approach, Crescere Insieme aims to spark an early interest and develop proficiency in these critical disciplines among young learners.

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ElecFreaks XGO CM4 Robot Kit for Raspberry Pi

ElecFreaks XGO CM4 Robot Kit for Raspberry Pi

The ElecFreaks XGO CM4 Robot Kit is an advanced educational robot kit designed specifically for students and hobbyists with an interest in robotics, programming, and STEAM education. This kit centers around the powerful Raspberry Pi Compute Module 4, offering ample opportunities for programming and customization.

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Brief Analysis on Interventional Preferences among EASE Members and Non-Members

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.

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Seymour Papert, Followers and Their Contributions to STEAM Pedagogy

Seymour Papert, Followers and Their Contributions to STEAM Pedagogy

Seymour Papert, a pioneer in educational technology, inspired a generation of educators to integrate STEAM (Science, Technology, Engineering, Arts, Mathematics) into pedagogy. His followers, including Mitchel Resnick, Sugata Mitra and Leah Buechley, expanded on his ideas, promoting creative learning environments and tools like Scratch, fostering innovation and critical thinking in classrooms worldwide.

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Ctrl-Alt Museum and Compvter.it

Ctrl-Alt Museum and Compvter.it

In Pavia, Italy, the Ctrl-Alt Museum stands not only as a repository of computing history but also as a beacon of educational enrichment through its parent organization, Compvter.it. This unique museum and its associated entity seamlessly meld the past, present, and future of technology with a deeply rooted commitment to education, particularly through STEAM (Science, Technology, Engineering, Arts, Mathematics) disciplines.

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Strawbees!

Strawbees!

Strawbees, an award-winning Swedish EdTech company, is at the forefront of revolutionizing STEAM (Science, Technology, Engineering, Arts, and Mathematics) education. Their building and coding systems, coupled with a proven hands-on methodology, are poised to transform the learning experience for students of all ages and abilities. By promoting creative confidence and problem-solving skills, Strawbees’ ecosystem of STEAM learning tools has the potential to significantly impact STEAM education.

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