andrei calapod

education area

STEAM education, educational robotics and AI in the classroom

I design and lead programmes where technology is learned by building: robotics, coding, 3D printing, augmented reality and artificial intelligence, with active methodologies and a strong focus on inclusion. For schools, teachers, universities and training providers.

numeri

Documented experience

1,000+
documented training hours
2018
first year in the classroom
190+
hours of university teaching
700+
hours on PNRR school programmes

Certified hours across the training engagements in my CV.

destinatari

Who I work with

training

Teachers and schools

Hands-on courses on coding, robotics, 3D, AR/VR, Minecraft Education, educational electronics and collaborative tools: teachers leave with classroom-ready activities, not slides.

PNRR programmes on smart cities, sustainability and digital citizenship.

workshops

Children and students

Workshops from kindergarten to lower-secondary school: narrative pathways where children design, build and tell stories — with robots, 3D printers, headsets and computational thinking.

Original pathways: Polly the Robotic Bee, The Wild Robot, Kerbonauti, AR/VR Historical Detectives.

teaching

Universities

Teaching in the “STEAM Methodologies and Technologies” module of a teacher-specialisation programme for special-needs support: inclusive technologies, constructionism, active learning and assessment.

Over 190 documented hours of university-level teaching (2022–2025).

talks

Institutions, festivals and events

Talks and demonstrations on digital education, robotics and AI in teaching, for science festivals, events and school networks.

Didacta Italia 2025 and 2026 · FermHAmente 2025 · several Linux Day editions.

from the classroom

Learning by building — for real

Moments from the workshops: designing on paper, building by hand, rebuilding digitally and documenting the process.

Photographs of classroom activities will be published only with the necessary permissions and with no recognisable faces of minors.

programmi

Pathways and programmes

Every pathway starts from instructional design: goals, methodologies, technologies and assessment. These are some of the formats I bring to the classroom.

Kindergarten and primary Narrative pathway

Polly the Robotic Bee

A narrative educational-robotics pathway for young children: missions, maps and first algorithms guiding small robot bees.

  • Educational robotics
  • Unplugged coding
  • Storytelling
Primary school Narrative pathway

The Wild Robot

From the novel to robotics: nature, emotions and machines that learn — through reading, building and programming.

  • Educational robotics
  • Coding
  • Digital storytelling
Primary and lower-secondary Mission-based pathway

Kerbonauti

Simulated space missions to think like engineers: design, test, fail and try again.

  • Simulation
  • Computational thinking
  • Gamification
Lower-secondary Investigation workshop

AR/VR Historical Detectives

Historical investigations with augmented and virtual reality: students reconstruct places and events, then tell their story.

  • AR/VR
  • Digital storytelling
  • Research
Schools · PNRR programmes Interdisciplinary project

Smart cities and sustainability

Interdisciplinary pathways on smart cities, sustainability and digital citizenship, with coding and robotics.

  • Coding
  • Robotics
  • Educational electronics
Primary and secondary Workshop

From physical model to 3D model

Build with cardboard and natural materials, then rebuild digitally: 3D modelling, measurement and process documentation.

  • 3D modelling
  • Making
  • Digital documentation
Teachers and trainees University module / course

Technologies for inclusion

STEAM methodologies and technologies for special-needs support: constructionism, UDL and accessible digital tools.

  • UDL
  • STEAM
  • Assessment

metodo

Methodologies and technologies

The frame is constructionist: you learn by building artefacts that matter to you. Within that frame I use:

  • Constructionism and active learning
  • Computational thinking
  • Universal Design for Learning (UDL)
  • Gamification and game-based learning
  • Digital storytelling
  • Project-based, hands-on teaching

Technologies in the classroom

  • Educational robotics
  • Coding and block environments
  • 3D modelling and printing
  • Augmented and virtual reality
  • AI in education
  • Minecraft Education
  • Educational electronics
  • Collaborative platforms

interventi

Public speaking

  • Didacta Italia Speaker — 2025 and 2026 editions
  • FermHAmente — Science Festival Speaker — 2025 edition
  • Linux Day Speaker at several editions

collaborazioni

Roles and collaborations

  • Accelium regional representative for the Marche region — game-based methods for strategic thinking
  • Makby representative for Italy — 3D bioprinting and emerging technologies in education

edtech product

SoleStorie

founder

Where my two crafts truly meet: a platform that links objects built in the classroom to digital stories and content through NFC/RFID tags. Hands-on making doesn’t end up in a drawer: the artefacts "activate" digital narratives — augmented tinkering. Conceived, designed and built by me, from the platform to the teaching method.

Bring a STEAM pathway to your school

Teacher training, student workshops or the design of a custom programme: tell me your context and goals and we’ll shape the right format.