THE STEAM EDUCATION PARADIGM - DEVELOPING PHYSICAL COMPUTING APPLICATIONS WITH ARDUINO

Introduction and Description
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In an era marked by rapid technological change, increasing interdisciplinarity and the growing importance of digital and creative competences, schools are challenged to provide learning environments that are both intellectually rigorous and authentically connected to real-world innovation. This course responds to these emerging educational priorities by offering teachers and school staff a research-informed and practice-oriented introduction to the STEAM paradigm, explored through the powerful medium of physical computing with Arduino.
STEAM education, understood as the purposeful integration of science, technology, engineering, the arts and mathematics, provides a framework for cultivating the competencies most valued in contemporary societies: creativity, critical thinking, problem-solving, collaboration and technological fluency. Through its combination of analytical reasoning and artistic expression, STEAM positions learners not as passive recipients of knowledge but as designers, investigators and creators capable of engaging with complex challenges. For schools seeking to align with Erasmus+ priorities—digital transformation, inclusion, learner-centred innovation and 21st-century skill development—STEAM represents a highly effective pedagogical pathway.
Within this course, participants explore how physical computing can serve as a catalyst for meaningful interdisciplinary learning. The Arduino platform—open-source, accessible and widely adopted in schools—enables learners to transform ideas into tangible artefacts, from simple interactive circuits to sensor-based systems and introductory IoT applications. By designing, programming and refining their own prototypes, educators gain firsthand insight into how making, tinkering and iterative experimentation promote deep conceptual understanding and learner agency.
Both the 5-day and 10-day versions of the programme provide a structured progression from foundational theory to hands-on project work. The shorter programme offers an intensive immersion into STEAM principles, basic electronics, Arduino programming and small-scale prototyping. The extended programme allows participants to explore advanced integrations—such as robotics, environmental monitoring, and digital collaboration tools—while dedicating additional time to reflection, curriculum alignment, and the development of sustainable STEAM practices within their institutions.
Throughout the training, the course emphasises practical classroom transferability, inclusive pedagogical strategies and the design of learning activities that motivate diverse groups of students. Participants also explore European platforms such as eTwinning and the European School Education Platform to support the development of cross-border STEAM projects, dissemination of outcomes and long-term institutional innovation.
By the end of the programme, teachers and school staff will be equipped with both the theoretical grounding and technical confidence necessary to integrate STEAM approaches into everyday teaching. Whether used to support digital literacy, promote creativity, strengthen inquiry skills or enhance interdisciplinary projects, STEAM education—powered by Arduino—offers schools a compelling pathway toward future-focused, engaging and transformative learning.
Outcomes
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Developing and improving the participants’ knowledge and skills related to STEAM education.
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Enhancing understanding of the potential STEAM methodology has in education and opportunities it provides.
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Providing and exercising creative ideas and practical resources for the successful implementation of STEAM in education.
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Developing communication, collaboration, presentation, problem-solving, negotiation, critical and creative thinking skills.
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Enhancing professional skills through mastering tools for virtual communication and collaboration, design, and publishing.
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Improving English fluency (the official language of the course).
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Promoting intercultural awareness.
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Sharing experiences and use of STEAM education paradigms from different organizations in order to help each of us to be more effective in our work.
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Developing the online collaboration platform for preparation, dissemination, and networking in order to develop future partnerships and projects.
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Strengthening the European collaboration among people using ICT in education in different contexts.
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Providing insights into different education systems.
Preparation
After registration participants will receive pre-course questionnaire which will be used by the trainer to learn about participants’ teaching backgrounds and to assess their exact needs. Before the beginning of the course a basic reading list will be suggested to participants to prepare for the training. Participants will also be asked to prepare a presentation about themselves, their professional context and their culture. The presentation will be presented on the first day of the course to facilitate networking opportunities. Participants will receive information about the country they are going to visit in order to prepare them for their cultural experience.
Follow up
After the course participants will be asked to share what they have learned with the rest of the staff in their schools. Further books and articles to deepen the topic and contacts with some other practitioners all over Europe and in the world will be suggested by the trainer. The methods shared and explored and the bibliography given will allow the participants to complete and improve their educational path.
5 days programme (25 hours)
course sessions (Monday to Friday)
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Introduction of participants, outline of the programme, warm ups and ice breakers
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The principles and methodology of STEAM education
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Introduction to Physical Computing and the Arduino platform
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Workshop 1: Playing with LEDs
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Workshop 2: Sensors and Actuators
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Workshop 3: Building and Internet of Things (IoT) application - A simple weather station.
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Online tools for collaboration in ICT projects, eTwinning, School Education Platform
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Individual support
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Presentation of outcomes, discussion, evaluation and closing session
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cultural and social programme
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Teambuilding and networking activities
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City tour or a cultural trip
10 days programme (50 hours)
course sessions (Monday to Friday + Monday to Friday)
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Introduction of participants, outline of the programme, warm ups and ice-breakers
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The principles and methodology of STEAM education
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Introduction to Physical Computing and the Arduino platform
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Introduction to electricity and electronics
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The Arduino programming language
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Workshop 1: Playing with LEDs
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Workshop 2: The Sound and Light project
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Workshop 3: Sensors and Actuators
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Workshop 4: Building and Internet of Things (IoT) application - A simple weather station
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Workshop 5: A Robotic Car
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Online tools for collaboration in ICT projects, eTwinning, School Education Platform
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Individual support
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Presentation of outcomes, discussion, evaluation and closing session
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cultural and social programme
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Teambuilding and networking activities
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City tour or a cultural trip
CERTIFICATE
Each participant will get a course attendance certificate and we will validate the acquired competences on the Europass Mobility upon request. Please note that we have a paperless policy and all the documents will be delivered in digital form.
COURSE FEE
The course fee is 80 € per day. It includes tuition and materials, cultural and social programme, support in preparation and all the administrative work. There are no additional costs or hidden fees. After registration, you will receive a pro-forma invoice which you will have to pay by bank transaction. You will receive the invoice after you attend the course.
SUBSISTENCE
The course fee doesn't include accommodation and meals and participants are responsible to organize them on their own. In some locations we might be able to recommend or organize subsistence for you. Please don't hesitate to contact us to inquire about any specific location.
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