VR/AR in STEAM Education: The STEAMbrace Connection

Immersive technologies are rapidly reshaping modern education. In this article, we explore how VR/AR in STEAM is transforming learning experiences, increasing engagement, and fostering inclusivity—especially in areas where the gender gap remains a challenge. By examining key aspects of VR/AR applications and understanding the support provided by the STEAMbrace project, readers will gain insights into how these innovative tools are making complex STEM concepts more accessible. VR/AR in STEAM: A Catalyst for Innovation Immersive technologies such as virtual reality (VR) and augmented reality (AR) are revolutionizing the way students interact with educational content. VR/AR in STEAM empowers learners to experience abstract scientific and mathematical concepts in a tangible, interactive manner. For instance, virtual labs and AR-driven simulations enable students to experiment with theoretical constructs in safe and controlled environments. Furthermore, these immersive experiences spark curiosity and promote creative problem-solving—an essential skill for thriving in today’s technology-driven world. This shift towards experiential learning not only enhances academic performance but also prepares students for real-world challenges. Empowering Diverse Learners Through Immersive Experiences One of the key benefits of integrating immersive technologies in education is their ability to engage a wide range of learners. VR/AR in STEAM turns traditional, passive learning into an active experience. By immersing students in dynamic, simulated environments, these tools cater to various learning styles—visual, auditory, and kinesthetic. As a result, learners from different backgrounds and with diverse abilities can grasp challenging concepts more effectively. The interactive nature of VR and AR also increases student motivation and participation, which is critical for nurturing interest in STEM fields. Ultimately, the use of these technologies contributes to a more inclusive educational landscape where every student has the opportunity to excel. STEAMbrace’s Support for VR/AR Initiatives in STEAM Education While STEAMbrace is not the sole actor implementing VR and AR, it plays a significant role in supporting the integration of VR/AR in STEAM education. The STEAMbrace project advocates for innovative teaching methodologies by providing a robust support network for institutions and educators looking to incorporate immersive technologies into their curricula. By organizing events like STEAM week and creating a digital hub for sharing best practices, STEAMbrace helps disseminate successful case studies and resources that can inspire educators to adopt VR/AR tools. In addition, its commitment to bridging the gender gap in STEM fields underscores the importance of creating learning environments that are both innovative and inclusive.
Insights from our 1st STEAMbrace Congress

The recent insight from our 1st STEAMbrace Congress in Gothenburg were more than just a meeting of minds—what we got was a dynamic space where creativity, innovation, and collaboration flourished. Over the course of the event, participants had the unique opportunity to engage with a variety of hands-on workshops that showcased the cutting-edge methodologies and educational tools being developed through the STEAMbrace project. This Congress was a key milestone, reflecting the project’s ambition to redefine how science, technology, engineering, arts, and mathematics (STEAM) are taught and experienced in educational environments. A Collaborative Learning Space From the moment attendees stepped into the workshop areas, there was a palpable sense of excitement. Participants from diverse backgrounds—educators, researchers, and project partners—gathered around round tables, where they were invited to explore, experiment, and reflect on the potential of STEAM education. The goal was not only to present innovative learning tools but also to test, refine, and expand upon them through real-time interaction and feedback. This participatory model aligns with STEAMbrace’s core philosophy: to bridge the gap between theory and practice by engaging learners in activities that encourage curiosity, critical thinking, and creative problem-solving. Each workshop offered a hands-on, experimental environment where abstract scientific principles were transformed into tangible and interactive experiences. One of the standout aspects of the Congress was the diversity of workshops, which demonstrated how STEAM education can be both accessible and engaging for students aged 11 to 18. Activities ranged from exploring renewable energy using natural materials to immersive digital experiences that showcased the power of virtual reality. Each session reflected a commitment to fostering inclusivity and interdisciplinary collaboration, key pillars of the STEAMbrace initiative. Testing and Co-Creating Future STEAM Tools A central objective of the Congress was to provide a platform for testing some of the educational tools that STEAMbrace is developing while also showcasing activities already implemented in schools. These workshops were not just demonstrations—they were collaborative experiments where participants could engage deeply with the materials, offer feedback, and discuss ways to improve and scale these methodologies across different educational contexts. For instance, the Citrus Sparks workshop demonstrated how simple, everyday materials could become powerful learning tools. Participants built batteries using orange juice as a natural electrolyte, which not only made abstract chemical concepts more tangible but also highlighted the practical potential of sustainable energy sources. This type of hands-on learning encourages both scientific inquiry and environmental awareness, key aspects of modern STEAM education. Similarly, the VR Creation workshop invited participants to dive into the world of virtual reality, guiding them through the process of designing and experiencing their own immersive environments. This activity showcased how emerging technologies can enhance learning by providing students with experiential and interactive access to complex ideas. It also demonstrated how digital tools could foster creativity while reinforcing technical skills essential for the future. The Magic Lanterns and 3D Pencils workshops provided another layer of exploration, blending art and technology. These sessions emphasized the A in STEAM, illustrating how creative expression can enhance technical learning and provide new avenues for innovation. By encouraging participants to design illuminated models and create 3D structures, these workshops bridged the gap between imagination and engineering, showing how creative design processes can empower young learners to explore scientific concepts from new angles. Addressing Key Challenges: Gender and Inclusion in STEAM Beyond the hands-on technical workshops, the World Café session created a meaningful space for dialogue about gender equity and inclusion in STEAM fields. Facilitated by Aylar Hassanpouraghdam, this discussion invited participants to reflect on how to break down barriers for underrepresented groups, particularly girls and young women. Conversations focused on identifying structural challenges, sharing best practices, and developing actionable strategies to create more inclusive educational spaces. This session aligned with one of STEAMbrace’s most important goals: to bridge the gender gap in science and technology. By fostering these discussions during the Congress, the project aims to inspire collective action and to empower future generations of women to pursue and thrive in STEAM fields. Building a Vision for the Future Throughout the Congress, a recurring theme emerged: this is only the beginning. As Anca Dumitrescu, Chairman of the Board at WiTEC Sweden, expressed during her address, the event marked a first step toward a larger vision for the future of STEAM education. With the collaborative energy witnessed in Gothenburg, there is clear optimism that the impact of STEAMbrace will extend far beyond these workshops and into classrooms across Europe. The workshops were not isolated activities—they were building blocks for a more integrated and innovative educational ecosystem. By co-creating with educators and stakeholders, the STEAMbrace project is laying the foundation for scalable methodologies that can be adopted and adapted in diverse educational contexts. According to Juancho Pons, STEAMbrace Coordinator and Project Manager at Edelvives, the Congress was a tangible demonstration of the project’s guiding principles: “In this consortium, we have embraced the core values of STEAM—collaboration, creativity, critical thinking, and diversity—and these values are what will drive us forward. What we began here in Gothenburg will help shape the future of how STEAM education is delivered across Europe.” Looking Ahead As the Congress concluded, there was a shared sense of momentum and commitment. The insights gathered from these workshops will inform the next phases of the project, ensuring that the tools and methodologies developed reflect real-world needs and educational priorities. Over the next three years, STEAMbrace will continue to develop, test, and refine these approaches, always with the goal of making STEAM education more inclusive, accessible, and impactful. The STEAMbrace Congress in Gothenburg was not just a meeting—it was a living laboratory for innovation, a collaborative space where participants came together to imagine, create, and shape the future. As the project moves forward, the energy and ideas generated during these days will continue to drive the mission to transform STEAM education across Europe. Original article written by Filipa Magalhaes.
The STEAM Journey at the II Scientific Championship of Aragón

The II Scientific Championship of Aragón is an educational initiative organized by Academia de Inventores, in collaboration with the Government of Aragón, specifically the General Directorate of Science and Research and the General Directorate of Educational Policy. The event aimed to promote Science, Technology, Engineering, Arts, and Mathematics (STEAM) among 5th and 6th-grade students from selected schools across the Aragón region. It provided an exciting platform to test students’ scientific knowledge through interactive activities, thematic questions, and surprise challenges, fostering curiosity and teamwork. Held from November 4 to November 15, 2024, during Science Week, the competition welcomed students from Zaragoza, Huesca, and Teruel. The tournament was divided into five thematic blocks, each focused on a different STEAM category: Natural Sciences Technology Engineering Art and Design Mathematics and Calculations Each participating school sent 25 students, divided into teams of 5 for each block. As a result, each round featured a different team defending their knowledge while others cheered them on from the audience, creating an exciting and supportive atmosphere. Unlike traditional quiz formats, the competition included dynamic and creative challenges. Questions were posed in unexpected ways and related to major scientific advancements, as well as historical figures from Aragón. The challenges tested students’ curiosity, mental agility, and ability to work as a team. The championship was not just a competition—it was an opportunity for students to discover the excitement of science, bond with their classmates, and gain hands-on experience with real-world knowledge. The event was designed to be fun and engaging for all participants. It was an opportunity to learn, bond with classmates, and experience science in a completely new way. The rounds were held in exciting venues like Dinópolis, the Planetarium, CITA, ITA, University Campus of Teruel, University Campus of Huesca, Higher Council for Scientific Research in Aragón (CSIC Aragón), CIBA and School of Engineering and Architecture (EINA) with the semifinals and final taking place in Zaragoza, ensuring a memorable experience for everyone involved. For schools that were unable to participate in person, a virtual game was also made available, allowing students to enjoy similar challenges, explore scientific concepts, and participate in a friendly competition from their classrooms. The game covered diverse STEAM topics, offered accessible content for all students, and provided a great way for even more students to get involved in the fun and learning. The II Scientific Championship of Aragón was a huge success, sparking excitement for science and fostering creativity and collaboration among the region’s students.
Partners meet in Zagreb for the First Annual Meeting of STEAMBRACE

Recently, the STEAMBRACE team traveled to Zagreb, Croatia, to participate in the Firts Annual Meeting, which marks almost the first year of the project’s life, and with which we are approaching a key moment. This gathering brought together all project partners to evaluate achievements, refine strategies, and focus on two transformative events: the creation of a groundbreaking European alliance (STEAM Alliance) and the upcoming congress aimed at reshaping education in science, technology, engineering, arts, and mathematics. A central topic of discussion was precisely the establishment of the STEAM Alliance to connect schools, industries, and cultural organizations. This network is designed to address the persistent gender gap in technical and creative fields by fostering inclusive, diverse participation in education and career opportunities. Our team contributed by sharing insights and strategies to attract new partners to this alliance. The aim is clear: to create a framework where inclusivity, sustainability, and creativity drive progress, inspiring the next generation to innovate without barriers. The meeting also focused on the final preparations for the STEAM Congress scheduled for February in Gothenburg. This event promises to be a gathering of educators, students, researchers, and industry leaders, all sharing a passion for advancing innovation in education. The success of these initiatives depends on collective efforts and shared vision. By fostering partnerships and creating platforms for collaboration, we are working toward an educational ecosystem that empowers everyone to succeed, regardless of background or gender. If you’re interested in learning more about how this project is driving meaningful change in education or want to collaborate with us, we’re always open to a conversation.
Bilbao welcomes Academia de Inventores and Edelvives for STEAM Education Collaboration

October 17, 2024 A rainy day in Bilbao received the members of Academia de Inventores and Edelvives for a meeting with the City Council of Bilbao to learn about the STEAM Education projects that they have. The meeting took place at La Perrera, the main STEAM center that the city has created. Its name comes from one of the old uses of that building, the dog shelter. This building, with 560 m2 in the city center had the “aspiration to become the reference space and equipment for the youth in Bilbao, besides offering other socio-cultural services to the city”. This is part of an “integran project of social innovation in youth politics in three different angles: information and counseling, emancipation and innovation”. This is meant for boys and girls aged 12 to 30, as a answer to the needs of the youth all over the different cycles of their life. It’s parto f the Konekta program, together with the Basque Government. However, this is just one of the 9 spaces of the city: Deusto, Castaños, Ramoni, Begoña, Esperantza, Abando, Basurto, Zorroza and La Perrera. They presented Bilbao’s STEAM initiative and the activities conducted across various centers. This initiative was largely implemented in collaboration with EHU, which has provided guidance for the maker lab and activities, for example. This is an excellent example of collaboration between two entities, as documented in this report. The meeting is with Javier Portillo, Urtza Garay, Arantzazu López de la Serna, Ainara Romero (EHU Universidad del País Vasco), and staff from the Bilbao City Council: Itxaso Erroteta Sagastagoya, Councilor of Youth and Sports from the Bilbao City Council, and Idoia Uriarte Ercilla, Director of Youth and Sports, and the technical managers of La Esperantza and La Perrera centers. From Academia de Inventores (ACINV), Sol Martire and Luis Martín and, finally, from Edelvives (EDE), Juancho Pons (STEAMbrace project coordinator). Bilbao City Council is very much involved in the STEAM Alliance for Europe that STEAMbrace is creating and will have a delegation traveling in February to the 1st STEAM Congress for stakeholders in Göteborg, Sweden, organized by WiTEC (European Association for Women in Science, Engineering & Technology, under the frame of STEAMbrace. After this first meeting, members of EHU, ACINV and EDE went to the Faculty of Education (Universidad del País Vasco EHU) for a meeting to set up the common ground for the STEAM activities in the different WPs and how it’ll work out for the case studies in the schools. Templates were established as the foundation for extracurricular activities (D3.7), handbook (D4.2), the Gothenburg Congress, and STEAM week. Issues regarding the congress in Zagreb (first annual meeting) and budget clarifications were also addressed. At the end, there was a short tour of the faculty facilities: Makerlab, classrooms and labs. Workshops by ACINV for students of the Master’s degree in Educational Technology the Universidad del País Vasco offers. The group consisted of three senior managers from Berritzegune Central (a center for training and educational innovation support in Euskadi), five experienced teachers, and eleven recent graduates in education, audiovisual communication, mathematics, and digital humanities. The workshops lasted for over 2 hours and they were a big success. At the same, we managed to promote the STEAM Alliance for Europe and the STEAM Congress, after an introduction of STEAMbrace. Since the students were mainly women, it was very valuable to see their opinion and reactions to the different project activities. Their insights were seen not only from the educational point of view but also from a gender perspective and that generated a very interesting debate.
The Future of Personalized Learning in STEAM Education

Personalized learning is revolutionizing STEAM education by tailoring educational experiences to meet the unique needs and interests of students. This approach shifts away from the one-size-fits-all model, allowing students to learn at their own pace and in their own style. Adaptive learning technologies, such as DreamBox and Khan Academy, are at the forefront of this movement. These platforms use sophisticated algorithms to adjust the difficulty of tasks based on student performance, providing personalized feedback and learning pathways that help students stay engaged and motivated. Summit Public Schools serve as a shining example of personalized learning’s potential. By implementing personalized learning plans, they have seen significant improvements in student engagement and outcomes. Each student at Summit has a personalized learning plan that includes specific goals and a tailored path to achieve them, supported by mentors and adaptive learning software. The school’s model also emphasizes the importance of mentoring, ensuring that each student receives the guidance and support they need to thrive. Educators worldwide are witnessing the transformative power of personalized learning. With increased motivation and better comprehension among students, personalized learning is proving to be a game-changer in STEAM education. Additionally, this approach addresses different learning styles and needs, helping to close achievement gaps and support students with diverse backgrounds and abilities. As technology continues to advance, the future of personalized learning looks bright, promising even more tailored and effective educational experiences for students. Emerging technologies like artificial intelligence and machine learning are expected to further enhance personalized learning by providing even more precise and responsive educational tools. These advancements will enable educators to create highly customized learning experiences that adapt in real-time to the needs and progress of each student.
Registration is now open for the STEAMBRACE Congress next February

Registration Open for the Future of STEAM Education Congress We are excited to announce that registration is now open for the Future of STEAM Education Congress, set to take place from February 3rd to 5th, 2025, in Gothenburg, Sweden. This event will bring together visionary educators, industry leaders, educational policy experts, cutting-edge researchers, and passionate students from across Europe to explore the latest trends in STEAM education. Participants will share best practices and forge collaborations that will shape the future of STEAM education in Europe. Focus on Diversity and Inclusion The congress will emphasize the promotion of diversity and inclusion in STEAM fields, with a special focus on enhancing female participation and supporting underrepresented groups. Attendees will contribute to significant discussions and initiatives aimed at transforming STEAM education into a more inclusive and impactful discipline. Event Highlights Over the course of three days, participants can look forward to a variety of inspiring and educational sessions, including: Invitation to Collaborate We invite institutions, organizations, individuals, and experts to share their knowledge and expertise with our audience. Participants are encouraged to register and express interest in various roles, including: We also welcome collaboration on untested ideas, with co-design workshops available to refine and develop these into effective activities or workshops. How to Register The registration is officially open. For detailed information about the STEAMBRACE project, eligibility criteria, and the registration process, please visit https://steambraceproject.eu/steam-congress-1/ Join us in shaping the future of STEAM education—register today!
Introducing STEAMBrace: Transforming STEAM Education in Europe

The STEAMBrace project is set to revolutionize STEAM education across Europe by fostering networking among stakeholders, providing comprehensive training, and establishing a cutting-edge digital framework. With a keen focus on gender balance, this 36-month initiative, funded by the Horizon Europe programme of the European Commission, aims to bridge the existing gender gap in STEM fields, advancing from secondary to doctoral education levels. Addressing Gender Disparity in STEM Despite women constituting over half of the European population, they represent only 40% of STEM professionals. This disparity is even more stark in the realm of innovation, where women account for a mere 10.7% of patent submissions. Recognizing this issue, STEAMBrace places a strong emphasis on gender balance, aligning with the European Commission’s policies aimed at achieving a gender-balanced research workforce by 2030. A Collaborative and Holistic Approach STEAMBrace’s strategy involves a multi-stakeholder approach to understand the gaps and limitations in STEM education across various demographics, including age, gender, and socio-cultural aspects. The project aims to foster a sustainable, inclusive, and reproducible STEAM education system that will drive cultural and social cohesion in Europe. By integrating transversal competencies such as arts, creativity, and innovation with traditional STEM subjects, STEAMBrace adopts an interdisciplinary STEAM (Science, Technology, Engineering, Art, Math) approach. This method has the potential to reshape STEM education, engage a broader range of students, and address the persistent gender gap within these fields. Empowering the Next Generation «The European children will be the centre of STEAMBrace,» says Juancho Pons, the project’s coordinator. «They will test all the activities and processes, participate in national and European contests, and lead a new generation of boys and girls in equal and balanced terms, spearheading the 21st-century revolution in education.» Looking Ahead As education systems increasingly adopt the STEAM approach, we can anticipate a more inclusive, diverse, and gender-balanced European future in the realms of science, technology, engineering, arts, and mathematics. «STEAMbrace is going to create and test activities and new processes that will take us to a higher level and to a STEAM certificate that can be accepted and approved by the European education community,» states Pons.