The rapid evolution of digital technologies is transforming educational practices, creating new opportunities to engage young students in Science, Technology, Engineering and Mathematics (STEM). Within this context, the Erasmus+ project “BioS4You AR 2.0 – Bio-Inspired STEM Topics for Engaging Young Generations through Augmented Reality” explored the potential of Augmented Reality (AR) and gamification to support innovative STEM teaching and learning. Building upon the successful outcomes of the previous BioS4You project, BioS4You AR 2.0 developed pedagogical methodologies, training materials, and interactive learning resources aimed at enhancing STEM education across Europe. This paper presents the project's objectives, methodology, and main outcomes, with particular attention to the role of the associated school partner, ICS Maredolce, and the impact generated on teachers and students through the Learning, Teaching and Training Activities (LTTAs), pilot studies, webinars, training courses, and multiplier events. The experience demonstrates how AR can foster student engagement, strengthen teachers’ digital competencies, and contribute to the creation of inclusive and innovative STEM learning environments.

Pizzolato, N., Persano Adorno, D. (2026). EMPOWERING SCHOOLS THROUGH AUGMENTED REALITY: LESSONS LEARNED FROM THE BIOS4YOU AR 2.0 ERASMUS+ EXPERIENCE. In Cultural Passport: Interdisciplinarity, Creativity and Resilience through Collaborative Projects (pp. 72-76). Galati : Armonii Culturale Publishing House.

EMPOWERING SCHOOLS THROUGH AUGMENTED REALITY: LESSONS LEARNED FROM THE BIOS4YOU AR 2.0 ERASMUS+ EXPERIENCE

Nicola Pizzolato;Dominique Persano Adorno
2026-07-01

Abstract

The rapid evolution of digital technologies is transforming educational practices, creating new opportunities to engage young students in Science, Technology, Engineering and Mathematics (STEM). Within this context, the Erasmus+ project “BioS4You AR 2.0 – Bio-Inspired STEM Topics for Engaging Young Generations through Augmented Reality” explored the potential of Augmented Reality (AR) and gamification to support innovative STEM teaching and learning. Building upon the successful outcomes of the previous BioS4You project, BioS4You AR 2.0 developed pedagogical methodologies, training materials, and interactive learning resources aimed at enhancing STEM education across Europe. This paper presents the project's objectives, methodology, and main outcomes, with particular attention to the role of the associated school partner, ICS Maredolce, and the impact generated on teachers and students through the Learning, Teaching and Training Activities (LTTAs), pilot studies, webinars, training courses, and multiplier events. The experience demonstrates how AR can foster student engagement, strengthen teachers’ digital competencies, and contribute to the creation of inclusive and innovative STEM learning environments.
lug-2026
Settore PHYS-06/B - Didattica e storia della fisica
Settore PHYS-06/A - Fisica per le scienze della vita, l'ambiente e i beni culturali
Pizzolato, N., Persano Adorno, D. (2026). EMPOWERING SCHOOLS THROUGH AUGMENTED REALITY: LESSONS LEARNED FROM THE BIOS4YOU AR 2.0 ERASMUS+ EXPERIENCE. In Cultural Passport: Interdisciplinarity, Creativity and Resilience through Collaborative Projects (pp. 72-76). Galati : Armonii Culturale Publishing House.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/10447/714327
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