Project partners gathered to officially launch the SEED2STEM: Planting the Future of Education project, align on shared objectives, clarify roles and responsibilities, finalize the work plan and implementation timelines, and establish a strong foundation for future collaboration and communication among consortium members.
The kick-off meeting brought together 11 representatives from 5 partner organizations for a three-day program held in Curtea de Argeș, Romania, from February 5th to February 7th, 2024. During the meeting, partners discussed the overall project structure, expected results, management procedures, dissemination activities, and upcoming project milestones.
The meeting also provided an important opportunity for partners to exchange ideas, strengthen cooperation, and discuss innovative approaches for combining STEM education, agriculture, and digital tools in order to create engaging learning experiences for young people.
In addition to the working sessions, participants had the chance to connect through informal networking activities, strengthening team spirit and building a collaborative environment that will support the successful implementation of the project in the coming years.
The activity gathered 16 participants, including youth workers and representatives of partner organizations, for a 3-day training program held in Curtea de Argeș, Romania, from September 30th until October 4th, 2024.
Throughout the training, participants were introduced to the structure and educational goals of the AGRO-STEM platform, with a special focus on interactive learning methods, practical STEM activities, and the integration of agriculture-related topics into non-formal education. Participants actively tested workshops, exercises, and learning scenarios developed as part of the curriculum, providing valuable feedback on the usability and effectiveness of the educational materials.
The program encouraged collaboration, exchange of experiences, and peer learning between partner organizations, while also strengthening participants’ capacities to implement innovative STEM-based educational activities in their local communities.
In addition to the practical sessions, participants discussed future implementation activities, methods for engaging young people in STEM education, and approaches for making learning more interactive, accessible, and connected to real-life agricultural and environmental challenges.
Focus Group 1 in Croatia was organized by Association for Sustainable Development Pozitiva Samobor and held on November 8th, 11th, and 12th, 2024. The activity engaged 94 young people aged 13–25 in testing and exploring the AGRO-STEM platform and curriculum developed within the project. Participants had the opportunity to navigate the platform, review educational content, and take part in selected learning activities designed to combine STEM education with agriculture and sustainability topics.
Throughout the sessions, participants provided structured feedback focused on platform usability, clarity of educational materials, visual presentation, accessibility, and overall engagement with the content. Special attention was given to understanding how young users interact with digital educational tools and which elements contribute most to motivation and active participation.
The focus groups created an open and interactive environment where participants were encouraged to shae their opinions, suggestions, and ideas for improvement. Feedback collected during the activities will contribute to the further development and optimization of the AGRO-STEM platform and curriculum, ensuring that the final project results are user-friendly, educationally effective, and adapted to the needs of young learners.
Focus Group 1 in Romania was organized by Asociatia ARYAS and held on November 10th, 2024. The activity brought together young participants who tested and explored the AGRO-STEM platform and curriculum developed within the project. During the session, participants interacted with educational materials, platform features, and selected learning activities focused on STEM, agriculture, and sustainability topics.
Participants shared valuable feedback regarding the accessibility of the content, the complexity of educational materials, navigation through the platform, and the overall user experience. The session also encouraged open discussion about which elements were the most engaging and how the platform could be further improved to better meet the needs and interests of young learners.
The focus group provided important insights for the ongoing development of the AGRO-STEM educational resources, helping project partners refine the platform and create a more interactive, user-friendly, and effective learning experience.
The focus group involved a total of 14 participants.
Focus Group 1 in Bulgaria was conducted by SDRUZHENIE WALK TOGETHER on January 16th, 2025. The session brought together local youth participants who explored the AGRO-STEM digital learning platform and curriculum through practical and interactive activities. During the focus group, participants tested different educational modules, including Basics of Programming and Digital Incubator, while engaging with STEM concepts connected to agriculture, technology, and sustainability.
Participants navigated through the platform, explored learning materials, and took part in selected educational activities designed to encourage critical thinking, creativity, and problem-solving. Throughout the session, they provided direct feedback on the structure of the modules, clarity of instructions, visual presentation, and the overall learning experience. The activity created an open environment for discussion and exchange of ideas, allowing participants to share their impressions and suggestions for improving the platform and curriculum content. Feedback collected during the focus group will support further development of the AGRO-STEM educational resources and help ensure that the platform remains engaging, accessible, and relevant for young learners.
The focus group involved a total of 16 participants.
Focus Group 1 in Türkiye was organized by Youth Eurasia on November 8th, 2024, as part of the SEED2STEM: Planting the Future of Education project. The session engaged young participants in testing and evaluating the AGRO-STEM digital learning platform through interactive and hands-on activities. Participants explored educational content focused on the connection between digital technologies, STEM learning, and sustainable agriculture, while navigating different sections of the platform and its curriculum materials.
During the focus group, participants shared their impressions regarding the usability of the platform, clarity of learning materials, accessibility of the content, and the overall learning experience. The activity also encouraged discussion about how digital tools and gamified educational approaches can make STEM topics more engaging and easier to understand for young people.
The session provided valuable user feedback that will contribute to the further improvement and development of the AGRO-STEM platform and its educational resources, helping ensure that the final project outputs are interactive, user-friendly, and adapted to the needs of young learners.
The focus group involved a total of 10 participants.
The meeting gathered 9 representatives of partner organizations in Kocaeli, Türkiye, from November 3rd until November 5th, 2024. During the three-day meeting, partners focused on planning and coordinating the development of the IoT curriculum within Work Package 4 of the project. Discussions were dedicated to defining learning outcomes, structuring educational content, and designing activities that combine technical knowledge with practical and interactive learning approaches.
Special attention was given to integrating non-formal educational methods into the curriculum in order to make STEM and IoT topics more engaging, accessible, and adaptable for young people with different educational backgrounds and learning styles. Partners also discussed how the curriculum could connect digital technologies with sustainable agriculture concepts and real-life applications.
The meeting provided an important opportunity for partners to exchange expertise, align educational approaches, and coordinate future tasks related to curriculum development, testing activities, and implementation timelines. In addition to the working sessions, participants strengthened cooperation and collaboration between organizations, contributing to the overall quality and consistency of the project outputs.
A learning mobility activity was implemented in Kemer, Antalya, Türkiye, from May 5th until May 9th, 2025, gathering 16 representatives of partner organizations and youth workers involved in the SEED2STEM: Planting the Future of Education project.
The main objective of the mobility was to test the developed IoT curriculum and the virtual escape room while collecting feedback for final improvements and adaptations. Throughout the program, participants actively explored educational modules, practical IoT activities, and interactive digital learning methods designed within the project.
Participants tested different components of the curriculum in hands-on sessions, focusing on both technical content and non-formal educational approaches. Special attention was given to the functionality, accessibility, and educational value of the virtual escape room, which combines STEM concepts, problem-solving, teamwork, and gamification in an interactive learning environment.
The activity also created space for discussion, peer learning, and exchange of experiences between partner organizations and youth workers. Feedback gathered during the mobility will support the final optimization of the IoT curriculum and digital educational tools before their wider implementation and dissemination.
On 17 June 2025, a focus group was organized in Türkiye by Avrasya Genclik Gelisim Dernegi with the participation of 10 young people from Kocaeli University and surrounding rural areas. The group included students from underrepresented backgrounds in STEM, aligning with the project’s aim of making STEM more accessible and inclusive.
The session, titled “Testing and Feedback Session on IOT and Digital Incubator,” was designed to combine practical hands-on activities with structured feedback collection..
This practical exercise was highly engaging and gave participants an opportunity to directly apply STEM knowledge in a real-life agricultural context.
The activity concluded with a focus group discussion. Participants shared their reflections on the clarity and accessibility of the curriculum, the level of engagement, and their overall experience. Their feedback highlighted both the strengths of the activity and areas where improvements could make the curriculum even more user-friendly.
The focus group in Bulgaria was conducted by Association WalkTogether on 18 June 2025. It brought together six participants, all 11th-grade students from High School “Hristo Yassenov” in Etropole.
The activity followed the LM1 Kemer, Turkey in May, where participants had the chance to explore the use of sensors in the digital egg incubator developed in earlier stages of the project. Building on this experience, the Bulgarian focus group engaged students in practical application and collaborative learning.
During the session, students worked actively on the sensor connection process. The students showed great enthusiasm, teamwork, and willingness to contribute to the activity.
Additionally, the group explored one of the virtual escape rooms presented during the training. For many students, it was their first time engaging with this interactive learning method. The activity was innovative and engaging, sparking curiosity and further interest in combining technology with playful educational approaches.
On 18 July 2025, within the framework of the SEED2STEM project, a focus group session was conducted under Work Package 4 – IoT Curriculum at ARYAS’s office in Mustățești, Argeș County. The event brought together twelve youngsters from Curtea de Argeș with the purpose of testing and further developing the IoT Curriculum. Participants were introduced to the AGRO STEM platform and engaged in practical activities that included Arduino kit construction, TinkerCAD system simulation, and code analysis.
The session provided an opportunity to collect feedback on the curriculum’s usability and accessibility, with participants offering valuable insights regarding clarity, navigation, and applicability. These contributions will be used to refine and finalize the IoT Curriculum, ensuring that it is user-friendly, relevant to the needs of young learners, and effective in stimulating long-term interest in STEM subjects and sustainable agriculture.
On 10 September 2025, a focus group was organized in Samobor, Croatia, by Association Pozitiva Samobor at the Greenville Eco-Educational Farm. The session gathered 12 young participants who engaged in testing activities within the framework of Work Package 4 – IoT Curriculum.
The focus group began with a short introduction and project presentation, followed by an overview of the IoT curriculum. Participants then took part in a hands-on activity testing an educational game based on IoT concepts, which provided them with both practical experience and an engaging way to interact with the curriculum.
The session concluded with an evaluation and feedback discussion, where participants shared their views on the clarity, accessibility, and overall usability of the curriculum. Their input will serve to further refine the content and ensure that it better meets the needs of young learners.
On July 11th, 2025, the SEED2STEM project partners convened in Sofia, Bulgaria, for the third Transnational Meeting, expertly hosted by WalkTogether Bulgaria. This meeting marked an essential step forward as partners discussed the implementation of the project's final Work Package (Work Package 5), which centers around the innovative AGRO STEM Game.
The AGRO STEM Game aims to bridge the fields of STEM and agriculture through engaging, non-formal educational activities designed to capture the interest of young people and promote agriculture as a dynamic and attractive sector.
On 13 December 2025, a focus group was organized in Zagreb, Croatia, at the Pongračevo Local Community Center, jointly by the Association for Sustainable Development Pozitiva Samobor and Zagreb University of Applied Sciences. The activity gathered six primary school pupils (3rd–4th grade) who participated in testing activities within the framework of the AGRO STEM Game.
The session included hands-on testing of the AGRO STEM game, during which participants explored the game’s functionalities and learned about different weather conditions affecting vegetable planting and crop maturation. The focus group enabled young learners to interact with educational content in a practical and engaging way, while providing valuable insights for further development of the game.
From January 11th to January 15th, 2026, partners of the SEED2STEM: Planting the Future of Education project gathered in Bansko, Bulgaria for Learning Mobility 3, kindly hosted by WalkTogether Bulgaria.
This learning mobility represents a pivotal moment in the project, bringing partners and youth workers together to test, refine, and co-create the final project result – the AGRO STEM Game.
Through hands-on sessions, collaborative feedback, and practical evaluation, participants are working on both the AGRO STEM Digital Game and the AGRO STEM Board Game, ensuring these innovative tools effectively combine STEM education, sustainable agriculture, and game-based learning for real-life youth work contexts.
On 21.01.2026, Association WalkTogether carried out educational activities within the SEED2STEM at Hristo Yasenov Secondary School, Etropole, Bulgaria.
The first part of each session focused on introducing STEM (Science, Technology, Engineering and Mathematics) through simple, real-life examples, with a special emphasis on agriculture and smart farming. Together with the students, we discussed how STEM is present in everyday life and how natural sciences, technology and engineering are connected to food production, plant growth, weather conditions and environmental sustainability. The main activity of the session was the AGRO STEM digital game. Through the game, students explored key agricultural and STEM-related processes such as planning, resource management, weather impact, decision-making and strategic thinking. While playing, they learned how different weather conditions affect crop growth, why planning is important, and how technology can support better outcomes in agriculture.
From January 24th, 2026, the AGRO STEM Game Console was tested in Turkey within the activity Side of Intelligence 2.0, organized by ARYAS. This testing activity brought together 24 youth workers, marking an important step in validating the practical use and educational value of the AGRO STEM Game Console in real youth work settings.
Through a hands-on testing session, participants were divided into two teams, working simultaneously on two AGRO STEM game consoles. The teams actively played the game, explored its mechanics, and engaged with the STEM and sustainable agriculture challenges embedded in the gameplay.
Following the testing phase, participants shared structured feedback and reflections, focusing on game dynamics, learning outcomes, usability, and its potential application in educational and non-formal learning contexts. Their insights contributed valuable input for further refinement and improvement of the AGRO STEM Game Console, ensuring it effectively supports STEM learning, sustainability awareness, and game-based methodologies in youth work.
On February 12th, 2026, project partner Youth Eurasia organized a focus group dedicated to testing the AGRO STEM digital game.
Participants had the opportunity to explore the latest version of the game, test different gameplay features, and share their impressions and suggestions for improvement. Through the testing process, they evaluated the game mechanics, user experience, educational elements, and overall interaction within the digital environment.
The activity encouraged participants to actively discuss how the game combines agriculture-related scenarios with STEM concepts in an engaging and accessible way. Feedback collected during the session will support the further refinement and development of the AGRO STEM digital game.
The focus group also provided an opportunity to observe how young people interact with gamified educational tools and how digital learning experiences can increase motivation, teamwork, and problem-solving skills.
On February 12th, 2026, a focus group for testing the AGRO STEM game with children was organized at the Public Library in Albeștii de Argeș, Romania. The activity involved 12 children aged 6–12 and was facilitated by 2 team members.
Due to having only one game prototype available, participants played in groups of four while facilitators provided support when needed. Children initially required a short period to understand the controls and gameplay mechanics, but after a few rounds they became confident and actively engaged in the game. The session generated a very positive response, with participants enthusiastically sharing their experiences and expressing a strong desire to play again after completing their turn. Through gameplay, children demonstrated understanding of agricultural planning, crop diversity, and the influence of weather conditions on outcomes. Participants also explored different strategies and decision-making approaches during the game.
The activity revealed strong social interaction and cooperation among participants, especially among younger children who frequently helped one another during gameplay. A few minor technical issues with LED indicators were observed but did not significantly affect the testing session.
On April 22nd, 2026, the Association for Sustainable Development Pozitiva Samobor organized a testing session of the AGRO STEM board game as part of its ongoing activities within the SEED2STEM project . This activity gathered 12 young volunteers participating in the ESS project “Sustainable Learning Campus,” marking another important step in refining the game through real-life youth engagement.
During the session, participants took part in a hands-on gameplay experience, where they explored the mechanics of the AGRO STEM board game. Volunteers actively engaged with the game by playing with cards, making decisions, and analyzing how different natural factors influence agricultural success. Through interactive play, they gained insights into sustainable agriculture concepts and STEM-based problem-solving.
Following the gameplay, participants shared their feedback and impressions, focusing on game dynamics, clarity of rules, engagement level, and educational value. The collected input provided valuable guidance for the finalization phase of the AGRO STEM board game, ensuring it effectively supports learning outcomes related to sustainability, agriculture, and innovative educational approaches in youth work.
The AGRO STEM Game was tested on April 22nd, 2026, during the final day of the “The Best ECO is Umberto Eco” Training Course. The activity gathered 25 youth workers and youth leaders from 6 countries — Romania, Serbia, North Macedonia, Poland, Türkiye, and Greece.
Participants had the opportunity to explore and test both the board game and console-based versions of the AGRO STEM Game, experiencing its educational and interactive elements in an international learning environment. Through gameplay, participants engaged with concepts related to sustainable agriculture, strategic planning, teamwork, and STEM-based problem-solving.
The testing session also served as an opportunity to collect feedback regarding gameplay mechanics, educational value, user engagement, and overall learning experience. Participants shared suggestions and impressions that will contribute to the further improvement and development of the game.
The activity demonstrated the potential of gamified educational tools to support non-formal learning and encourage young people to engage with sustainability and STEM topics through interactive and practical experiences.
On April 30th, 2026, the Association for Sustainable Development Pozitiva Samobor organized an educational activity that brought together 36 high school students who actively participated in hands-on workshops based on the FarmBot curriculum, contributing to the project’s mission of promoting innovative STEM learning in agriculture. During the activity, participants engaged in practical learning by planting vegetables and working directly with the FarmBot system. Students explored how to program the FarmBot to perform key agricultural tasks such as automated watering, weed detection, and crop maintenance. This interactive approach allowed them to better understand the integration of technology in sustainable farming practices.
In addition to programming activities, students examined the use of a meteorological station, learning how environmental data supports smart agriculture decisions. They were also introduced to the application of artificial intelligence within the FarmBot system, gaining insight into how AI enhances precision farming and efficiency.
The activity provided students with a dynamic and engaging learning experience, combining agriculture, technology, and innovation. Through active participation, they developed practical STEM skills while deepening their understanding of sustainable agriculture and modern farming solutions, reinforcing the core objectives of the SEED2STEM project.
On May 6th, 2026, the latest version of the AGRO STEM board game was successfully tested with Mechatronics students at the University of Applied Sciences Zagreb as part of the Erasmus+ project SEED2STEM: Planting the Future of Education.
Through an interactive and engaging gameplay experience, students developed their own planting strategies and made decisions within a simulated agricultural environment. The activity encouraged critical thinking, teamwork, and problem-solving while connecting STEM knowledge with sustainable agriculture concepts. In addition to the farming mechanics of the game, participants also explored the complete technical system behind its development. Students had the opportunity to see how knowledge gained through their studies — including microcontroller systems, PCB design, and 3D modeling and printing — can be applied in a real educational product.
The workshop was conducted by the project partner University of Applied Sciences Zagreb as part of the development and testing activities within the SEED2STEM: Planting the Future of Education project, which promotes innovative STEM-based approaches in agriculture and youth education. The AGRO STEM game represents one of the key project outputs aimed at making STEM learning more accessible, practical, and engaging for young people through hands-on and gamified learning experiences.