You are currently viewing Bringing STEAM to Life at the II Conference on Educational Practices and Educational Psychology

Bringing STEAM to Life at the II Conference on Educational Practices and Educational Psychology

  • Post category:News

On 11th September 2025, the STEAM Innovation project was represented by NUCLIO at the II Jornadas Práticas Educativas e Psicologia da Educação (II Conference on Educational Practices and Educational Psychology) in Figueira de Castelo Rodrigo, Portugal. This event gathered educators, researchers, and practitioners to explore innovative approaches for educational practices and methods, with NUCLIO contributing to the discussion with two dynamic, hands-on workshop sessions.

 

The first workshop, “Fun Electronics: The Painting Robot”, introduced participants to the basics of electrical circuits and simple mechanics, using basic tools, such as recycled materials, batteries, and small DC motors. Participants were encouraged to cut, glue, paint and put together their own creations capable of painting independently, by attaching colour markers to the robot body and a DC motor. The activity aimed to highlight how hands-on experimentation can transform the way science, engineering and arts are understood and enjoyed, not only by students, but by adults as well.

 

The second workshop, “Let’s shape our Ideas? 3D Workshop”, led participants on a journey to discover how to use a basic 3D modelling tool. After taking their first steps using modelling software, they had the opportunity to learn different 3D printing techniques that allowed them to end up with a quality printable object, as well as to get to know about the different 3D filaments that exist, their purpose and best use. The participants then created their own 3D models on the computer and had the chance to send their models to the 3D printer, watching their creations come to life, from digital to the real world. It was very rewarding to see teachers being amazed by the feeling of having their virtual creations in their hands.

 

Both workshops gathered a total of 18 participants and provided the educators with fun and practical educational experiences that blend science, technology, engineering, arts, and mathematics in meaningful ways. We hope that these educational experiences can also inspire students to become true innovators, which is ultimately one of the goals of the STEAM Innovation project.

Leave a Reply