IMPLEMENTING INTERDISCIPLINARY STEAM PROJECTS WITH SUCRE4STEM: FROM BLOCK-BASED PROGRAMMING TO REAL PROTOTYPING IN A RURAL SCHOOL
1 Universitat Jaume I (SPAIN)
2 CRA La Serra, GV (SPAIN)
About this paper:
Conference name: 18th International Conference on Education and New Learning Technologies
Dates: 29 June-1 July, 2026
Location: Palma, Spain
Abstract:
This article presents a school-based educational intervention conducted in a Spanish rural school, focused on the development of a smart house for cats using the framework provided by the Sucre programme, especially the Sucre4Stem version. Sucre4Stem, and the broader Sucre project, aims to foster interest in computational thinking and programming among K-12 students.
The Sucre4Stem technological ecosystem is structured around electronic components and programming tools for hands-on learning that are grouped in two main elements: SucreCore and SucreCode. SucreCore features a microcontroller with an improved design, complemented by magnetic wireless connector options for connecting sensors and actuators, while SucreCode is a web tool that provides a block-based visual programming interface. SucreCode now offers a choice between two distinct block sets tailored to different educational levels: one for primary education students (Grades 3-6), which incorporates basic programming concepts through engaging pictograms, and another for secondary education students (Grades 7-12), which introduces more advanced concepts akin to syntax-based coding.
Using this technological ecosystem, the initiative was implemented at Els Ibarsos school, one of the sites of CRA La Serra (a Grouped Rural School / Colegio Rural Agrupado) in the Valencian Community, Spain, where approximately ten 5th- and 6th-grade primary school students developed the prototype during the Interdisciplinary Projects workshops. In these workshop sessions, the students developed an intervention to support the automated care of animals, using sensors and actuators from the Sucre4Stem ecosystem together with additional components specifically designed and integrated into the intervention. In particular, custom programming blocks were developed to automate both a food dispenser and a water dispenser, while also keeping track of the animals’ access to these resources. The intervention also used 3D printing to manufacture custom structural elements, such as the feeder support, resulting in a comprehensive and functional technological solution. Finally, surveys were conducted with the teachers involved in the subject to assess the applicability of the Sucre ecosystem in this type of educational intervention.
As follow-up actions, the school plans to enter this project in the Up! STEAM competition in the Valencian Community. This participation aims to further promote STEAM disciplines within the Makers category through a team of nine students (six girls and three boys).Keywords:
Stem, technology, education.