SENSE. final impact report & a Romanian case study

SENSE. set out to co-create a new European roadmap for STEAM education that brings the arts into science learning, strengthens inclusion, and connects classrooms with real life. Across three years the consortium turned this vision into practice and evidence.
Results at a glance
- 244 activities implemented across 13 countries
- Over 4,000 direct participants and a reach of more than 100,000 people
- 22 learning activities, 2 toolkits, policy briefs, a STEAM Wiki and the SENSE. Digital Hub – all openly available
- A proven methodology that reduces boredom in STEAM learning, sparks curiosity, and fosters inclusion
- Strong focus on girls and young women, who represented nearly 38% of participants
Why it matters
The SENSE.STEAM methodology blends artistic creativity with scientific inquiry, foregrounds space and social inclusion, and offers concrete entry points for policy and practice. Outputs are designed for reuse and transfer through the Roadmap and Digital Hub, ensuring sustainability beyond the project.
Spotlight on Romania, by GEYC
GEYC led a dynamic STEAM Labs. Core activities included 14 sessions in five cities, reaching more than 110 young people and educators, with many girls and young women engaged.
The SENSE. Caravan took STEAM on tour and connected over 300 participants across the Banat region. A podcast series on Romanian women in STEAM reached over 60,000 across platforms, and the three-day YOUth Art Festival gathered more than 200 participants.
Facilitation put co-creation first, from rearranging learning spaces to iterative design challenges, helping youth take agency and link science with community issues.
From pilots to community
More than 500 early adopters tested the Learning Companion and materials, validating usability and opening a pathway for advocacy. Two long-term STEAM Labs in Italy and Norway show institutional uptake. The joint Final Event on 2 July 2025 with The SEER and RoadSTEAMer amplified the roadmap message to European stakeholders.
To get started in your own context, begin with the Roadmap’s vision and principles, then choose a concrete entry point. Use the Social Creativity Toolkit and the Space Toolkit during lesson planning to address inclusion and learning environments from the outset, then adapt one of the 22 Learning Activities to your learners and setting. The SENSE. Digital Hub connects these resources so you can browse, remix, and share what works.
From evidence to policy and scale, co-evaluation confirms that the approach aligns with national curricula, raises engagement, reduces boredom, and resonates strongly with girls and young women across schools, higher education, VET, museums, and science centers. For decision makers, the policy briefs and recommendations translate insights into actionable steps, while the early adopter community, outreach activities and the joint Final Event with The SEER and RoadSTEAMer show momentum for wider uptake.
Read the report
Scroll to read the Final Impact Report embedded below and explore the Roadmap, toolkits, learning activities, and policy insights that you can use in your context today.