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STEAMProcess

European Project

 

The STEAMProcess project focuses on transitioning from the STEM to the STEAM approach by promoting cross-fertilisation between technical-scientific knowledge and artistic-humanistic knowledge in order to create innovative teaching support tools and training materials.

The initiative will be implemented over two years (2020-2022) and has been selected in the ERASMUS+ call on cooperation for innovation and the exchange of good practices (Strategic Partnerships in the field of adult education).

 

PARTNER ENTITIES

The partnership that will implement the project comprises five organisations from four European countries: XAMK, South-Eastern Finland University of Applied Science, acting as project leader; the consulting firm Changemaker AB (Sweden); the centre for the development of cultural and creative industries, MateraHub (Italy), and companies specialised in the hybridisation of art and culture with other sectors, Sineglossa (Italy) and Conexiones improbables (Spain).

 

WHAT IS IT?

STEAMProcess aims to encourage disruptive innovation by promoting the use of artistic skills in education and the practice of science and technology.

Among other things, the project aims to foster:

  • The inclusion of cultural and creative components in skills development and lifelong learning programmes.
  • Support for programmes that integrate the arts into STEM curricula and cross-sectoral projects that combine the arts with STEM disciplines.
  • The development of a literacy policy for the cultural and creative sector.
  • The creative thinking of citizens.
  • The search for innovative and creative solutions for social and environmental challenges

 

RESULTS

The expected results are as follows:

  • Creation of a framework of artistic expertise based mainly on soft skills that characterise creative processes, identifying the added value that they can bring to the STEM sectors.
  • Development of an innovative STEAM methodology to address social and economic challenges through cross-fertilisation. 
  • Creation of an educational tool through gamification to train the artistic skills of students and STEM professionals.    

 

 

 

 

Program:

Partner entities:

 

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