Physical Computing in STEAM Education: From Pixels to Projects
- Time period:
- 1 December 2025 – 30 November 2028
- Project leader:
- Calkin Suero Montero
- Project member:
- Sara Hooshangi, Lena Pareto, Anne-Sofie Nyström, Lena-Maria Öberg
- Funder:
- Swedish Research Council
- Type of award:
- Research environment
- Total funding:
- 1,200,000 SEK
The project aims to establish a network to enhance collaboration between research groups in Sweden and the USA, focusing on how physical computing supports STEM (science, technology, engineering, and maths) and STEAM (science, technology, engineering, arts, and maths) education in both formal and informal settings. By transitioning from pixels in digital screens to projects creating physical artefacts, the network seeks to make learning more tangible and meaningful for students. The network represents a multidisciplinary and multi-sectoral partnership, engaging various academic disciplines and both formal and informal organisations and settings. It targets a diverse range of students (ages 10–16) and contexts (e.g., museums, schools), exploring physical computing in STEAM education. The network activities include an international workshop on physical computing in STEAM education, co-design and creation of open educational resources, joint academic publications, conference participation, research stays, and proposal writing workshops. These efforts aim to advance the research field, strengthen collaborative ties between Sweden and the USA, and contribute to the professional development of participants. Furthermore, through discussions, publications, and educator engagement, the network investigates the factors that influence participation, helping to reduce disparities in STEM/STEAM fields. This is crucial for society as STEM/STEAM skills drive innovation and economic growth.