ABSTRACT VIEW
TALENT, SUSTAINABILITY, AND PROACTIVE CITIZENSHIP IN ACTION WITH STEAMSMART
D. Grosso1, A. Roncoroni2
1 University of Genoa (ITALY)
2 AISTAP (ITALY)
The STEAMSMART 4 SUSTAINABILITY project, developed by AISTAP (Italian Association for the Development of Talent and High Potential), is an innovative educational initiative that integrates STEAM education (Science, Technology, Engineering, Arts, and Mathematics) with environmental sustainability objectives, focusing on urban contexts and high-potential students. This project implements a theoretical framework centered on interdisciplinary collaboration to address real-world challenges within educational settings.

STEAMSMART employs a hands-on, multidisciplinary approach to cultivate proactive and engaged citizens, equipping gifted young people with the skills to enhance quality of life and contribute to sustainable urban development. Scheduled to begin in the 2025/2026 academic year and unfold over three years, the project aims for national and international expansion. Institutional collaborations include the University of Genoa (Department of Physics - DIFI), local authorities, and numerous primary and secondary schools. National engagement is anticipated with the Association for Physics Teaching (AIF) and possibly the National Institute of Nuclear Physics (INFN).

The project's structure encompasses many intervention areas, from energy to pollution. Activities within these areas enable students to apply STEAM knowledge to sustainability challenges, addressing renewable energy, climate change, air and water quality, sustainable design, new materials (e.g., innovative cements, transparent solar panels), and advanced production technologies (e.g., 3D printing). Mathematical modeling, programming, and IoT devices are integrated for smart city development. Art is incorporated as a functional element to facilitate technology integration within the urban environment, from designs that integrate technology using natural elements to installations that communicate scientific knowledge and improve environmental conditions.

A key feature is the integration of artificial intelligence as a collaborative partner in learning and problem-solving, fostering trust and enabling effective collaboration. Activities will primarily occur on Friday afternoons in extracurricular settings, with sessions at schools and the university. Experiential learning is promoted through the creation of tangible outputs, with results presented in public and institutional contexts. The project emphasizes local relevance by addressing specific territorial needs identified through stakeholder engagement and collaboration with local SMEs, ensuring a measurable local impact.

Expected outcomes include the acquisition of advanced technical skills, enhanced environmental awareness, improved design capabilities, and the creation of functional prototypes for sustainability. The project aims to be a scalable and replicable model for STEAM education oriented towards sustainability and active citizenship.

Keywords: STEAM, sustainability, gifted education, artificial intelligence, experiential learning, smart cities, active citizenship, IoT, problem-based learning.

Event: EDULEARN25
Track: Innovative Educational Technologies
Session: Technology Enhanced Learning
Session type: VIRTUAL