FunSTEAM Editorial
Our own STEAM education company: an academy born in a club in Leones, Córdoba, now a publisher that brings its program to municipalities, schools, clubs and companies.
The challenge
FunSTEAM is a PuntoArg company. It started in 2023 as a science, technology, engineering, art and math (STEAM) academy for kids. The pilot runs at Club Sarmiento in Leones, Córdoba: 36 students in 7 age groups, from 1st grade to the first year of secondary school, every week.
After four seasons, the challenge was to stop depending on a single venue. What worked in the classroom had to become a product any institution could implement without starting from scratch, explained in a way that decision-makers understand: a mayor, a school principal, a club board or a company’s CSR team.
The solution
FunSTEAM Editorial packages everything that works at the academy: what to teach each group, how to run the class and how to show what the kids learn.
The program:
- Ready to use: projects for each age group, with brief, materials and step-by-step instructions.
- Tested with real kids: every activity was taught in class before reaching the material, and whatever didn’t work was adjusted.
- Teacher support: training for whoever teaches the classes and follow-up during implementation. No coding or robotics background required.
Five disciplines, one project at a time. Each project combines several disciplines, for example:
- 1st grade: plants and their parts, a weather diary and first steps in Google Drive.
- 2nd grade: animal habitats, kites that fly and from players to creators with Roblox.
- 3rd grade: Project Insecta, computational thinking, math games and force and magnetism.
- 4th grade: my first robot, race cars and electricity and circuits.
- 5th grade: a sound adventure, the science of sound.
How we teach. Learn by doing, get it wrong and try again. Every project builds creativity, critical thinking, collaboration and communication.
Once a month the students present their projects in a live stream: they practice explaining what they learned, and families see what happens in the classroom. The Sumo Robots competition was streamed on YouTube, and the stream is already opening up to other club disciplines, such as artistic gymnastics.
The website is built for decision-makers. It has:
- a home page with the material to browse;
- projects by grade, real cases and videos from the students themselves;
- four plans: Sample, License, License + training and Turnkey;
- FAQs and a free-sample request, with direct contact via WhatsApp.
Each audience also has its own page with benefits, step-by-step implementation, a suggested plan and FAQs:
- Municipalities: STEAM in every neighborhood, complementing the city’s existing tech spaces.
- Schools and parent associations: classroom-ready, during school hours or as a workshop.
- Clubs: a new activity, with shared revenue and the club’s own streaming channel.
- Companies and CSR: sponsorship with impact metrics for the sustainability report.
Results
The program already runs at a real venue, with students, families and visible results, and it reaches the wider community:
- a presence at ReDi Rosario, on Children’s Day;
- the Maestosso Regional Meeting Point and literacy campaigns;
- a talk series with local professionals who visit the kids.
Four seasons of documented, presented and streamed projects, from 2023 to 2026, are now the foundation of a publisher ready to scale to municipalities, schools, clubs, cooperatives, NGOs, public libraries, neighborhood centers and summer camps.
Our own academy turned publisher: material, methodology and training for any institution.
The material to browse before talking to anyone, and the three pillars: ready to use, tested with real kids and teacher support.
The Club Sarmiento pilot, told by the students themselves, and the monthly stream where they present their projects.