The 2STEAM project aims to develop an Open Schooling framework by using Open Source digital and programming tools in order to create innovative pedagogical methodologies for STEAM (science, technology, engineering, arts, mathematics) education based on learners’ motivation, engagement and creativity. Creativity is a key competency in the framework of the twenty-first century education and is considered a competency-enabling way to succeed in an increasingly complex world. Coupled with digital skills, the learners, when committed to a creative programming pedagogy, are able to develop a modelling activity “using technology-based environments to build representational models of the phenomena that are being studied” (Jonassen and Strobel, 2006). The 2STEAM project will build on the power of programming and creativity to enable science education to be empowered through a 4-objectives strategy: 1. The creation of a methodology for digital-based Open Schools, democratic and opened to the whole society, enabling to develop new set of skills, 2. The promotion of a creative and innovative learning approach, building on the “Inquiry-based” and “Evidence-based” practices to ease active participation in the academic or private scientific research process i.e. citizen science strategies. 3. The creation of strong and structured models for cooperation developed within “Exploration Hubs” to enhance outdoor schooling practices, to ease discussion, exploration and innovation potential based on the commitment of various stakeholders (parents, schools, universities, museums, public communities, startup and industries). 4. The development of a novel school framework based on gender equality, well-being of learners and inclusion, especially by developing an interdisciplinary approach through programming, developing the potential of science education to solve major societal challenges, beyond the pure technical vision. To reach its objectives, the 2STEAM project will gather 10 to 12 partners, from diverse fields of expertise, including research partners developing the methodological framework, schools providing the needs of the learners, associations, museums and NGOs specialized in dissemination of scientific culture, SMEs and Industries developing digital open source solutions, and makerspaces to provide novel tools within the Exploration Hubs. Together, these partners will develop a 3-stages work plan to reach the desire impacts of 2STEAM based on: 1. A STIMULATION stage enabling the upgrading of stakeholders’ skills especially teachers and professors in STEAM: Several tools, guidelines and short training will be developed and gathered within a 2STEAM platforms, aimed at disseminating, as creative commons, all the outcomes of the project, 2. An INCUBATION stage, gathering from the civil society, the research world and the industrial sectors, real life projects to show the potential of the 2STEAM approach in solving societal, scientific and social challenges, 3. An ACCELERATION stage, where the citizens themselves will develop their own scientific projects, using all the skills, contents and tools acquired through the 2STEAM project.
