About the STEMarts Curriculum Tool

The STEMarts Curriculum Tool is a free hybrid online platform that provides STEAM activities and resources to be used at an array of educational and sci-art events. Featured artists and interdisciplinary collectives share their processes--which inherently integrate science and technology with their diverse creative, cultural and academic backgrounds--and thus create powerful stories that will directly inspire and engage our youth. The platform is built around the artist's work and includes teacher tools such as student surveys and standard alignments. STEAM wikis harness the collective knowledge available online with curated activities and resources. Each artist page or project is designed to the United Nations Sustainable Development Goals (SDG), Next Generation Science Standards (NGSS) and Partnership for 21st Century Skills (P21). This hybrid educational platform enhances and deepens the educational experience while bringing cutting-edge STEAM resources to your classroom.

How it works

Click on one of the events on the home page. This will take you to a series of artist or project pages. Note that each event has many artists and in some cases like The PASEO festival, several years of content. Each page includes information about the artist and the unique installation that they created for the sci-art event. Scroll down to the Design Tool which takes you through the process of how to incorporate the artist page and resources as a classroom project. The correlating STEAM wiki contains all the STEAM activities, research articles and resources for that artist's unique topic or medium of exploration. The Teacher Tools section provides teacher resources that explain new terms introduced through this program, student surveys and handouts to assist with developing lessons and projects around the content. Each STEMarts project provides opportunties for students to create work that can be shared on our platform. This is an example of a photo gallery for the STEAM Monster Design Challenge.

About the STEMarts Model

The STEMarts Model was created in 2009 by artist, Agnes Chavez through the STEMarts research project which later became, STEMarts Lab, a New Mexico corporation in the process of becoming a non-profit 501c3. The goal was to combine art, science and technology to explore real world challenges through creative expression as a way to inspire and activate our youth leaders. The STEMarts Curriculum Tool was first developed in 2012 for the International Symposium of Electronic Arts: ISEA2012 Machine Wilderness in collaboration with curriculum developer, Dr.Anita Mckeown. The heart of the STEMarts methodology is the way we build projects around artists and their unique way of knowing and communicating ideas through the integration of art, science and technology.

STEMarts Lab continues as a research and development project by applying the latest science research and technological innovations to arts education through interdisciplinary collaborations. We deliver real world sci-art installations and STEAM programming for schools, art and science organizations, festivals or events.


The future is here, it’s just unevenly distributed  – William Gibson

  • We build educational tools around the work of cutting edge artists and scientists to bring their work into classrooms that normally would not have access to these exciting new ideas.
  • We provide participating artists with a new contextual framework for their work where teachers and students can delve deeply into their artistic vision, process and research.
  • We prioritize intercultural exchange and collaboration and design culturally responsive programming.
  • We are guided by ‘21st century thinking’ with a focus on inner well-being, ethics and social practice toward a peaceful and sustainable future.
  • We investigate the latest science research and technologies to inform our design practice and curricula for  our future leaders.
  • We are committed to closing the gap between the “knowledge rich” and “knowledge poor” which can lead to economic disparity.
  • We focus on community outreach to make STEAM programming accessible to underrepresented minorities and girls. Workshop participants must be representative of the socio-economic and cultural diversity of the community they serve.
  • We are engaged in the transition from being passive consumers of technology to problem solvers and critical thinkers, investigating the social, environmental and global impact of the tools we are using.


The STEMarts Education Model is based on carefully designed media-rich workshops, online tools, hands-on demos or community interventions built on instruction with four design pillars that revolve around the core principle that all content must make a connection to self, society and the natural world as an interdependent ecosystem. The chart below provides a visual illustration of the key components that guide all the activities and intended outcomes.

STEMarts Wiki

STEMarts Teacher Resources

We are living in a transformative century where new scientific discoveries and technologies are reframing they way we think and interact in every aspect of our lives, expanding our worldview and sense of self. How can an expanded sense of self be explored through the merging of art and culture with science and technology? How can this exploration develop empathy and a deeper connection to our humanity and our connection to the earth?

Never before has it been so urgent for our youth to be prepared to solve local and global humanitarian and environmental challenges.  These challenges require out of the box creative thinking and unique transdisciplinary skills inherent in STEAM education.

So why is the path to creating integrated STEAM activities in our schools and classrooms so challenging and overwhelming? Why are we so resistant to learning new technologies? How can STEM/STEAM activities be more culturally responsive? How can I integrate science if I am not a scientist? How can I integrate art if I am not an artist? How do we create interdisciplinary projects within the constraints of the 20th century structured classroom?

Get started

These are questions that we are continually addressing through the STEMarts Research and Innovation project. Explore the site and our projects to learn new strategies and to experiment with the free STEAM resources and activities. The STEMarts Teacher Wiki below has links to articles, posts and research that explore these underlying questions and can provide insight and inspiration. We also include links with background information on science discoveries,  fields of study or art genres that we refer to in our projects that may be new to you.

Select specific topics from the Word Cloud or select VIEW ALL in the Word Cloud to see all entries. The size of the word is proportional to the amount of links under that topic.