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STEAMSEN

The goal of the project is to make STEAM (science, technology, engineering, arts, and mathematics) education accessible to students with special educational needs—particularly those with ADHD, autism, and dyslexia. The consortium is developing an inclusive, practice-validated framework and 60 interactive activities that will eliminate students’ isolation during group work and ensure their active, meaningful, and expert participation rather than mere physical presence.

Key highlights

  • An offline STEAM platform

    Development of an exclusive offline STEAM platform that ensures equal access to quality digital education even in the event of a weak or absent internet connection.

  • Universal Design for Learning

    The approach is based on the principles of “Universal Design for Learning” (UDL), thus providing a variety of approaches and interactions for students with different learning profiles.

  • The Agile Jigsaw method

    It employs the “Agile Jigsaw” method, which ensures that every student is assigned a clear, essential role and responsibility in group assignments, thereby increasing psychological safety.

Work packages

  1. WP1Project management and dissemination
  2. WP2Development of methodologies
  3. WP3Content & teacher material development
  4. WP4Interactive STEAM platform development
  5. WP5Co-outreach, co-implementation, co-planning

Key results expected

A digital library of 60 STEAM activities tested under real-world conditions: 40 for elementary school students and 20 for high school students.

40 activities for elementary school students, ages 11–14

20 activities for high school students, ages 15–16

  • A validated digital platform that functions in everyday school life.
  • Training of at least 20 educators in the effective application of inclusive digital methodology.
  • Open-access teaching materials, a sustainability and utilization plan, and formal cooperation agreements to continue the project.

Meet the partners