The UPC and SokoTech will hold the STEAMConf Barcelona from 22 to 24 October
The International Education Conference STEAMConf Barcelona is organised by the UPC and the SokoTech Digital Social Innovation Laboratory, in collaboration with the Barcelona City Council, the Government of Catalonia and Barcelona Activa. In its 6th edition, the Conference aims to rethink processes and learning environments for creating STEAM settings in the context of the pandemic. The agenda includes talks and workshops, which will be held remotely.
Oct 22, 2020
The pandemic poses new challenges that require rethinking processes and learning environments and adapting to digital settings. It is essential to reinvent and explore the new scenario and all the available resources. STEAMConf Barcelona 2020 will hold remote talks and workshops on STEAM experiences full of practical and inspirational ideas for exploring new or different forms of learning to guide thought and action in creating online STEAM settings or in new symbioses between face-to-face and remote learning.
The 6th edition of the Conference will be held on 22, 23 and 24 October, organised by the Universitat Politècnica de Catalunya · BarcelonaTech (UPC) and the SokoTech Digital Social Innovation Laboratory, in collaboration with the Culture, Education, Science and Community Division of the Barcelona City Council, the Department of Education of the Government of Catalonia and Barcelona Activa. This activity is part of the program to commemorate the 50th anniversary of the UPC.
The 2020 STEAMConf Barcelona edition focuses again on several local and international projects that connect learning with the real world by asking relevant questions about one’s environment and through curiosity, observation and meaningful experiences for boys and girls, and by placing the school at the centre of the community, the region, the country and the world. Such initiatives are producing self-sufficient, critical and collaborative learners through experiential learning based on real-problem solving with real tools that is essentially inspired by the evidence that learning is more effective when it arises from the questions or the impulse of learners and not from the outside, and from real-world activities that are relevant to those who undertake them and stimulate the unique interests and talents of each student.
The COVID-19 crisis has also highlighted the social inequalities in vulnerable groups, especially the lack of access to technology, networks, literacy and resources for developing digital skills. Therefore, the Conference integrates two projects for promoting profound cultural changes and social inclusion in their communities in complex settings through STEAM.