Fostering Scientific Vocations through Augmented Reality about European Cultural Heritage

ARSTEAMapp addresses the challenges of improving the teaching of STEAM disciplines in the 12-16 age group, designing an innovative way to establish connections between these disciplines in a meaningful and viable way with the educational context.

Priorities and Topics

SCHOOL EDUCATION: Promoting interest and excellence in science, technology, engineering, and mathematics (STEM) and the STEAM approach  

Additional priorities:

HORIZONTAL: Addressing digital transformation through development of digital readiness, resilience and capacity

SCHOOL EDUCATION: Supporting teachers, school leaders and other teaching professions


The development of an augmented reality (AR) educational app (hereafter AR-STEAMapp) that can be used to explicitly reflect on the connections between STEAM disciplines through the analysis of relevant European cultural heritage (i.e. sculpture and buildings). As an example of the intended app, students would scan the façade of a Cathedral using tablets or smartphones; next, through a virtual tour, students will learn aspects related to science (type of rock used), technology (tools used for its construction), engineering (successes and failures in its design), mathematics (structure) and art (historical context in which the cathedral isdesigned and built; social and cultural importance of the cathedral), while making explicit connections between the STEAM disciplines content.

Therefore, this project aims to develop a pedagogical framework to guide secondary school teachers' enactment of the STEAM approach through an AR educational app and a comprehensive guideline.

The specific aims:

(1) To Enable the adoption of the integrated STEM approach through the explicit connectionbetween emblematic buildings of European cultural heritage and the contribution of STEAM disciplines to their designand construction through the development and application of AR based on STEAM.

(2) To facilitate teacher's enactment of the integrated STEAM approach through AR resources thanks to the development of a constructivist-based pedagogical model. Thus, the pedagogical design of the tools created, app and guide, will be carried out based on the educational curricula of the different countries of the participating partners (Turkey, Romania, Portugal and Spain).

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