About the STEMarts Model

The STEMarts Lab mission is to design and curate immersive and educational sci-art experiences that empower youth and communities through interdisciplinary collaborations. We deliver innovative sci-art installations, STEAM programming, online curriculum tools, teacher training and professional development to schools, art/science organizations and festivals.

The STEMarts Model was created in 2009 by artist, Agnes Chavez through the STEMarts research project which later became, STEMarts Lab, a New Mexico non-profit 501c3. The goal is 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. The heart of the STEMarts methodology is the way we build projects around new media artists and their unique way of communicating ideas through new technologies.  STEMarts Lab continues as a research and development project by applying the latest science research and technological innovations to arts education through interdisciplinary collaborations.

The STEMarts Education Model is based on carefully designed media-rich workshops, online tools, hands-on demos or community sci-art 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 Lab CORE ETHOS


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.



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

You will see events on the home page. i.e. PASEO, ISEA2012, KERNEL X and Seco Live. 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.

About the BioSTEAM program

BioSTEAM is a new STEMarts Lab program that includes BioSTEAM International and the BioMachine Design Challenge. It is more urgent than ever for our youth to be informed and inspired to respond to the complex challenges of the 21st century such as climate change, biodiversity loss, and the recent rise of pandemic diseases.  We provide diverse and creative tools for teachers to engage youth in sci-art interventions at the intersection of arts-humanities & science, bioethics & human ecology, nature/ecophilosophy & technology. Students learn from interdisciplinary and intercultural experts who share their knowledge to inspire youth to connect to and design with nature, and imagine a better world. Learn more