Community Outreach
Home » Faculty of Education » Centres » Centre for Advanced Learning Technologies in Science Technology Engineering Arts and Mathematics (CALTSTEAM) »The CALTSTEAM Research Centre conducts various community outreach projects as part of societal impacts of the work we do.
XR-Coding Club
The XR coding club is an emerging initiative operating under CALTSTEAM Research Centre. This initiative will be officially launched in April 2025, aiming to introduce secondary school and undergraduate students to the exciting world of Extended Reality (XR) technologies, encompassing Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). This coding club will allow students to learn coding and develop valuable technical skills in these rapidly evolving fields, utilizing a self-paced online module, allowing students to learn at their own pace and convenience.
The STEAM Clubs for PBL
STEAM Clubs is a High school-based initiative that plans to foster project-based learning (PBL) at schools by establishing science, technology, engineering, arts and mathematics clubs. This initiative will create an environment where students are actively engaged in PBL, identifying real-world problems or questions they want to investigate. PBL often addresses real-world issues and problems, which can be especially engaging for learners from diverse backgrounds who may see a direct connection between what they are learning and their own lives. Apathy and disillusionment amongst the youth in STEM stream is a local problem, and this initiative will be addressing such problems including Equity issues, mainly focusing on schools in historically disadvantaged communities where learners have only limited opportunities to be involved in PBL activities.
CALTSTEAM SOCIETAL IMPACT

CALTSTEAM Team visiting various provinces in South Africa, showcasing the cutting-edge technologies such as Virtual and Augmented Reality. Reaching out to the disadvantaged communities, exposing high school learners to different technological tools for learning science.
High school learners from different schools engaging with VR devices, assisted by CALTSTEAM members.