“Mind Hackers: The Brain in Action”| STEAM Fields: Neuroscience, Psychology, Artificial Intelligence
The human brain is one of nature's most complex and fascinating organs: a system of exquisite information processing, full of memories, sensations, emotions and decisions. In «"Mind Hackers: The Brain in Action"», children become little explorers of the mind and observe in a simple, experiential way how the brain works, how we make decisions and what the role of emotions is in our thinking and behavior.
Starting with the question "how do we know what to do?", children are introduced to basic concepts of neuroscience and her cognitive psychology, recognizing that the brain functions as a intelligent, constantly learning system. They experiment with optical illusions, participate in “memory workshops” and design robots that «learn» through experience — thus giving their first systematic thoughts about the artificial intelligence and its limits compared to the human mind.
This experience enhances scientific and technological literacy, cultivates self-awareness and our behavior, and promotes metacognitive thinking, helping children understand how their own thinking works.
Connection to the Sustainable Development Goals (SDGs): Goal 3 (Good Health and Wellness), Goal 4 (Quality Education), Goal 10 (Less Inequalities) through cultivating empathy and respect for brain diversity.
Session 3: “Technology and Survival: Conditions for Life on Other Planets” | Skills: Critical Thinking, Creativity, Teamwork | STEAM Fields: Physics, Biology, Mathematics
In a rapidly changing world, with Earth being tested and technology evolving at a rapid pace, the thought of life beyond our planet no longer belongs exclusively to the realm of science fiction. The program «"Technology and Survival: Conditions for Life on Other Planets"» invites students to explore the possibility of human settlement on other worlds — starting with the Moon and Mars.
The starting point of the activity is the understanding of how does life work in extraterrestrial environments and what are the main survival conditions: access to water, a stable source of energy, adequate atmosphere or radiation protection, food processing, and waste management. Students study the lives of astronauts on the International Space Station (ISS), the technologies used to keep them safe, and the plans already being developed for missions and settlement on other planets.
In this context, children take an active role: through interdisciplinary STEAM activities, they are invited to design their own viable interplanetary colonies. Using simple materials, they model mock-ups of cities on Mars, taking into account the planet's natural hazards (such as low temperatures, a lack of atmosphere, solar radiation, dust) but also the possibilities of exploiting natural resources (frozen water, solar energy, carbon dioxide for crops).
Connection to the Sustainable Development Goals (SDGs): Goal 3 (Good Health), Goal 9 (creation of infrastructure in difficult environments), Goal 11 (designing sustainable communities).
Ages: 13-15 years old
Session 1: “Mathematics in Art: From Da Vinci to Contemporary Architecture” | STEAM fields: Mathematics, Art, Technology
From Da Vinci’s sketches and the golden ratio of the Renaissance to fractals and digital design of the 21st century, mathematics is the silent structure behind some of the most impressive achievements in art and architecture. In the section «Mathematics in Art: From Da Vinci to Contemporary Architecture», students aged 13–15 are invited to explore the world of symmetry, proportion and geometric composition as a common language between science and aesthetics. Through the analysis of historical works, experiential activities and contemporary applications, children discover how art is not just expression, but also mathematical reflection. Through the process of design and analysis, students understand how mathematical thinking contributes to the creation of works that combine aesthetic harmony with functionality, offering solutions that are both practical and inspiring.
Students begin by exploring the "golden ratio" and the Fibonacci sequence, analyzing the work of Leonardo da Vinci and other artists who precisely used mathematical principles to convey harmony and aesthetic balance. They then move on to modern forms of geometric thinking, such as fractals and repetitive structures, which find application in both digital art and architecture. Through observation, design, and creation, students discover that mathematics is not just abstract rules, but a tool that helps us understand the beauty, structure, and function of the world around us — from nature to architecture and digital design.
Connection to the Sustainable Development Goals (SDGs): Goal 4 (Quality education), Goal 9 (creation of infrastructure in difficult environments), Goal 11 (designing sustainable communities).
Session 2: “Mysteries, World Mysteries – Enigmatic Destinations & World Heritage Sites”| STEAM fields: Geography, History, Technology, Mathematics
The “Mysteries” module invites students on a fascinating journey through time and space. Exploring real world monuments and places charged with mystery, participants are invited to become little researchers, detectives of knowledge, and to seek interpretations for historical, natural and cultural phenomena that even today remain enigmatic. Starting from case studies such as Easter Island, the Bermuda Triangle, Stonehenge, Loch Ness, Machu Picchu, the mysterious disappearance of Amelia Earhart and the myth of the lost Atlantis, the program opens a window into research, hypothesis and creative interpretation.
Students take on the role of investigators and study each mystery as a challenge that requires analysis, synthesis, and imagination. Starting with the selection of a place or event, they learn to locate geographical points on maps, collect information from a variety of sources, and plan virtual exploration trips. Through this process, they connect knowledge with action: they develop research questions, formulate hypotheses, record and analyze data, propose theories, and build models to present their findings to the class.
Connection to the Sustainable Development Goals (SDGs): Goal 4 (Quality education), Goal 11 (designing sustainable cities and communities). Goal 16 (democratic education and peaceful coexistence).
Session 3: “Time & Universe: Is There a Parallel Reality?”| STEAM fields: Physics, Astronomy, Philosophy, Technology
The third module, “Time & Universe,” invites students on a journey beyond the boundaries of common experience, into the mysterious world of modern physics. Through the exploration of concepts such as the relativity of time and theories of parallel universes, students come into contact with fundamental scientific questions about the nature of reality, time, and existence.Students begin by exploring key concepts from Einstein’s theory of relativity — such as that time is not absolute, but can flow differently depending on speed or gravitational field. They are then introduced to the world of quantum physics, where they encounter concepts such as superposition, the ability of a particle to be in more than one state at the same time, and quantum entanglement, where two particles remain interconnected even when separated by vast distances. Their journey concludes with theories of the multiverse, where they examine the possibility of parallel universes and alternative versions of reality, asking the question: What is our place within this vast and mysterious cosmic whole?;
Within the framework of the program, children do not simply function as passive recipients of information, but are actively involved: they formulate their own questions, separate science fiction from established theory, create and design "multiple versions of reality", through assignments, comics, debates, scenarios, and research.
Connection to the Sustainable Development Goals (SDGs): Goal 4 (Quality education), Goal 13 (climate action), Goal 16 (democratic education and peaceful coexistence).