STEAMSMART: AN INTERDISCIPLINARY STEAM FRAMEWORK FOR SUSTAINABLE DEVELOPMENT AND IMPROVED QUALITY OF LIFE IN HUMAN ENVIRONMENTS
1 University of Genoa (ITALY)
2 AISTAP E.T.S. (ITALY)
About this paper:
Conference name: 18th International Conference on Education and New Learning Technologies
Dates: 29 June-1 July, 2026
Location: Palma, Spain
Abstract:
Originally proposed as an interdisciplinary educational framework, the STEAMSMART project is now fully operational, involving 20 gifted students aged 11–15 (60% male, 40% female) engaged in hands-on scientific and technological exploration. The program aims to use STEAM disciplines to promote sustainable development and improved quality of life in anthropic environments, while building solid foundations in physics, mathematics, artificial intelligence, complex systems, and creative practices through the development of tangible artifacts and experimental software tools.
A central element currently under construction is the STEAMSMART Totem, an interactive installation integrating local AI, physical design, and artistic expression. The system is based on Orange Pi 5 hardware (16 GB RAM, 512 GB SSD) with touchscreen and voice interaction. The AI component is already operational and can be trained on PDF materials, enabling it to answer both content-specific and general questions.
Additional student-developed artifacts include software systems for Daisyworld simulations, artificial life models, Monte Carlo methods, and interactive generative visualizations dynamically controlled through webcam-based public interaction.
The STEAMSMART framework and its individual projects are designed to be replicable and scalable. A broader deployment is currently being explored through collaboration with the Italian Association for Physics Teaching (AIF), the Department of Physics (DIFI) and other departments of the University of Genoa, with the goal of extending the initiative across multiple regions. Public repositories will support both participant collaboration and outreach, enabling schools and educators to adopt and extend the frameworkKeywords:
STEAM Education, Artificial Intelligence in Education, Emerging Technologies in Education, Experiential Learning, Gifted Education, Sustainable Development, Interactive Educational Systems, Technology-Enhanced Learning.