Conference Agenda
Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).
Please note that all times are shown in the time zone of the conference. The current conference time is: 18th Apr 2026, 12:00:04pm EEST
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Agenda Overview |
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STE-R PS3: Remote Session 3
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| External Resource: https://uni-wuppertal.zoom-x.de/j/64157574401?pwd=HwgpKyJAOJASXK9ca8IVAu6s1qhMJ7.1 | ||
| Presentations | ||
9:00am - 9:18am
Promoting STEAM Vocations and Competences for Smart Industry through Project-Based Learning and Sustainability University of the Basque Country (UPV/EHU), Spain In a context characterized by declining enrollment in technical degree programs and a shortage of interest in engineering vocations, the Guitar STREAM initiative (School of Engineering of Bilbao, University of the Basque Country, UPV/EHU) emerges as an innovative educational response. This project integrates the STEAM disciplines (Science, Technology, Engineering, Arts, and Mathematics) with a strong emphasis on sustainability, engaging students in engineering through the construction of electric guitars and the design of related infrastructures. In doing so, students experience a hands-on, motivating learning process that fosters collaborative work. The initiative not only aims at the acquisition of technical competences but also at the development of professionals who are aware of global challenges and the social role of engineering. Moreover, it has been consolidated as a vocational guidance model that connects both university and pre-university students with the appeal of engineering applied to real-world and creative contexts 9:18am - 9:36am
From Skies to Classrooms: Integrating Drone Technology into STEM Education for new Digital Learning Opportunities in Europe Università Telematica Internazionale Uninettuno, Italy The rapid evolution of drone technology has created new opportunities for education, particularly in fostering interdisciplinary, hands-on learning within STEM and STEAM fields. This paper presents DRONAISSANCE: Skies to Classrooms (DS2C), an Erasmus+ Cooperation Partnership in School Education that aims to empower teachers and students to integrate drones as pedagogical and experiential tools in the classroom. The project responds to European priorities on promoting STEM excellence, advancing digital readiness, and supporting teachers’ professional development. It addresses the lack of pedagogical frameworks and training on drone integration by developing two main outputs: the European Drone Educator’s Toolkit and the European Drone Education Platform. These resources equip educators with the technical, legal, ethical, and methodological knowledge required to implement drone-based learning activities across disciplines. The project also seeks to engage underrepresented groups, particularly girls, in STEM through inclusive practices and collaborative learning environments. Through transnational training, local implementation, and the organization of Drone Awareness Weeks and Drone Festivals, DS2C promotes innovation, equity, and sustainability in European school education. The paper discusses the project’s design, methodology, expected impact, and contribution to the European Drone Strategy 2.0 and the European Green Deal by fostering a digitally skilled and environmentally conscious generation. 9:36am - 9:54am
Bridging Engineering Education Gaps for Industry: Mapping Entry-Level Competency Expectations Across Academia and Industry Braude academic college, Israel The Engineering graduates often enter the workforce unprepared for the cross-disciplinary, agile, and AI-augmented demands of Industry nowadays. This study investigates the misalignment between academic engineering curricula and industry expectations through a qualitative analysis of three expert interviews and content mapping across ten course syllabi. Results reveal key gaps in business reasoning, interdisciplinary teamwork, and hands-on system integration. Based on these findings, we recommend targeted pedagogical interventions, including embedding AI-enabled tools, simulating industry-relevant design processes, and requiring multidisciplinary collaboration in early academic years. These suggestions support the ongoing development of Education 4.0 frameworks that prepare engineers for digital-era work environments. 9:54am - 10:12am
Virtual Reality Tool for the Design and Validation of Personalized Biomedical Devices Using 3D Printing Universidad Técnica de Ambato, Ecuador The incorporation of virtual reality (VR) technologies into the biomedical field marks a turning point in the way medical devices are conceived, developed, and tested. A VR tool designed for the creation and validation of personalized biomedical devices brings together immersive environments, advanced 3D modeling, and additive manufacturing. This innovative approach allows engineers and healthcare professionals to explore design alternatives, refine details, and predict potential challenges before physical prototypes are produced. The result is a more efficient, cost-effective, and patient-centered process that aligns with current demands for precision medicine. One of the most notable contributions of VR is its capacity to simulate real anatomical conditions. Designers can virtually place a biomedical device within the human body and analyze how it interacts with different tissues, movements, and physiological parameters. This ability to visualize interactions reduces risks, minimizes errors, and improves overall device performance. Traditional prototyping often requires numerous iterations and significant resources, but VR enables testing at a fraction of the cost and time. By integrating VR with 3D printing, validated virtual models can then be physically produced, bridging the gap between digital design and tangible solutions. In addition to its impact on design workflows, VR provides powerful benefits for education and professional training. Surgeons and healthcare practitioners can use immersive environments to rehearse procedures, test innovative devices, and become familiar with complex interventions before working with actual patients. This enhances confidence, reduces risks, and leads to better outcomes. Medical students can also gain a deeper understanding of device functionality by interacting with prototypes in a virtual environment, fostering experiential learning and skill development. However, the implementation of VR in biomedical contexts is not without challenges. The regulatory environment governing medical devices is strict, and while essential for ensuring safety, it can slow the adoption of new technologies. Healthcare professionals may also be cautious about modifying established practices, especially when learning curves are steep. Technical requirements such as high-performance hardware, accurate calibration, and reliable software add further complexity. These barriers highlight the importance of offering comprehensive training and technical support to ensure successful integration of VR systems in clinical practice. Despite these obstacles, the potential applications of VR in healthcare are expanding rapidly. Beyond design and validation, VR can support surgical training, rehabilitation programs, and patient engagement. For instance, patients can visualize their treatment plans or devices in a virtual space, improving understanding and trust. Rehabilitation can also be tailored to individual needs, with VR environments providing motivating exercises that accelerate recovery. The accessibility and affordability of VR tools are improving, paving the way for wider adoption across medical institutions. Ultimately, the future of VR in biomedical device design depends on interdisciplinary collaboration. Engineers, clinicians, and researchers must work together to align technological capabilities with clinical needs. Such collaboration ensures that devices are not only technically feasible but also practical, safe, and beneficial in real contexts. By fostering cooperation and innovation, VR-based tools for biomedical design and validation hold the potential to transform healthcare, making it more efficient, personalized, and responsive to patient needs. 10:12am - 10:30am
Building Sustainable Career Pathways for Youth through E-sports Education and Inclusion in Europe 1Università Telematica Internazionale Uninettuno, Italy; 2Aristotle University of Thessaloniki, Greece; 3Gaziantep Üniversitesi, Turkey The rapid growth of the e-sports industry has transformed it from a niche entertainment activity into a global economic and cultural phenomenon, generating new professional opportunities for young people. However, access to these opportunities remains uneven, with socio-economic and educational disparities limiting participation and employability. The Erasmus+ project E4PROSPERITY – Professional Roadmap and Opportunities for Sustainable Participation in E-sports for the Youth addresses these challenges by creating inclusive, structured, and sustainable pathways for young people to engage in e-sports as a viable career field. The project brings together universities, local authorities, and e-sports associations from Türkiye, Italy, Greece, and Montenegro to co-develop an innovative E-sports Training Curriculum and Screening Test, complemented by digital learning tools and multilingual e-books. The project’s outcomes include enhanced youth employability, new educational standards for e-sports training, and the creation of a sustainable European network linking education, industry, and public institutions. By integrating sport, digital innovation, and social inclusion, E4PROSPERITY contributes to the EU’s objectives of fostering youth empowerment, reducing inequalities, and supporting innovation and quality in youth work across Europe. | ||
