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About Us

Get to know our project and more!

The AIS INNOVATION CENTER is a cross-functional multispace for our learning community to research and develop STEAM projects for sustainability in the Fourth Industrial Revolution.

STEAM Education

What is STEAM?

STEAM education is an approach to teaching and learning that integrates science, technology, engineering, arts, and math. It is a holistic and interdisciplinary approach that encourages students to explore and solve real-world problems using innovative and creative methods.

We include the arts in STEAM:

  • Liberal arts (from latin liberalis "free" and ars "art or principled practice")

  • Fine art (developed primarily for aesthetics or beauty)

  • Applied art (which also has to serve some practical function)

S

SCIENCE

gives tools to experiment, test and evaluate ideas and observations. 

T

TECHNOLOGY

teaches how to process and connect information in a variety of frameworks: one-to-one, one-to-many, and many-to-many.

E

ENGINEERING

teaches the cycle of innovation: inventing solutions, measuring impact, and making changes to impreve results. 

ART

teach symbolic, expressive capacities that can reach across barries of language, culture, background, and experience. 

M

MATHEMATICS

provides the tools and structures to reach across all interests and backgrounds to make sense of the world. 

AIS Project Based Learning (PBL)

Is the AIS STEAM Education Program's teaching/learning approach, conceived to engage students in real world in-depth projects, using a scientific mindset to generate knowledge (inquiry based), develop technology (prototyping) and inspire innovation (stakeholders impact); via rigorous, relevant and context related (3Rs) experiences that enhance students' collaboration, communication, creativity and critical thinking (4Cs) skills to become innovators in an ever-evolving world (life-long learning).

Our Purpose

Engage students in real world in-depth projects, using a scientific mindset to generate knowledge, develop technology and inspire innovation; via rigorous, relevant and context related experiences that enhance critical thinking, creativity, character, collaboration, communication and citizenship skills to become ethical lifelong learners, leaders and servers in an ever-evolving world.

Using STEAM education results in students who take thoughtful risks, engage in experiential learning, persist in problem-solving, embrace collaboration, and work through the creative process. 

These are the innovators, educators, leaders, and learners of the 21st century! 

Our PBL Principles are:

  • Disruptive curriculum, instruction and assessment.

  • Intellectual, emotional and socially challenging.

  • Nurture by team's diversity within context.

  • Research and development processes.

  • Result oriented in S.M.A.R.T goals (Specific Measurable, Assignable, Realistic and Time-related).

AIS Project Life Cycle Model

Our project life cycle is called IDEA, an acronym for Inquire, Define, Execute and Assess, as the steps to research and develop technologies for innovation in a sustainability framework.

Inquire

Focuses on: Understanding the Context and the User Needs.

 

Skills Developed:  

  1. Empathy.

  2. Critical Thinking. 

  3. Gathering Relevant Information.

Execute

Focuses on: Creativity through Brainstorming and the actual creation of solution, from Design to Prototyping. 

Skills Developed:

  1. Creative Thinking and Ideation.

  2. Design and Prototyping skills.

  3. Practical application and hands-on skills.

Assess

Focuses on: Testing the Solutions in real or simulated environments and integrating feedback. 

Skills Developed: 

  1. Critically Evaluate Prototypes.

  2. Iterative Improvement.

  3. Reflective Learning.

Define

Focuses on: Sharpens Analytical Skills (see patterns and connections) as students synthesize their findings into a clear problem statement. 

Skills Developed: 

  1. Analytical Thinking. 

  2. Data Interpretation.

  3. Formulation of User-Centric Problem Statement.

A Hub for Innovation

The building has 3 floors and is 1.500 m2.

It is divided into 27 spaces of which 18 are for experiential learning:

  • Knowledge Lab

  • Virtual Reality (VR) Lab

  • Makerspace

  • Knowledge Hall

  • AV Lab

  • Sustainability Lab

  • Main Stage

  • Chemistry Lab

  • Biology Lab

  • Physics Lab

  • Fab Lab

  • Coding Lab

  • Music Hall

  • Music Studio 1

  • Music Studio 2

  • Music Studio 3

  • Plastic Arts Hall

  • Drama Studio

EACH SPACE IS SPECIALLY DESIGN FOR MULTISENSORY EXPERIENCES!

Get immersed in our spaces:

PBL for the 4IR

In the Fourth Industrial Revolution, Project-Based Learning (PBL) provides an effective framework for developing the six competencies of deep learning: character, citizenship, collaboration, communication, critical thinking, and creativity. By engaging in authentic, interdisciplinary, and real-world projects, students can apply their learning to meaningful challenges and develop the skills and mindsets necessary to thrive in an ever-changing world. PBL prepares students not only for the workforce but also for life by fostering lifelong learning and problem-solving abilities.

Coding and Robotics 

The Coding and Robotics academic program is a comprehensive curriculum that teaches students how to use coding and robotics to solve real-world problems. Students will learn the principles of mathematical logic and how to apply them to coding and robotics. They will also develop problem-solving skills and learn how to use coding to create solutions for real-life situations.

 

Throughout the program, students will engage in hands-on learning experiences that allow them to experiment with different coding languages and robotics platforms. They will work on individual and group projects that challenge them to think creatively and apply their coding skills to real-life situations. By the end of the program, students will have a solid foundation in coding and robotics and be prepared to pursue further study or a career in technology.

Ecosystems

The Ecosystems program is designed to help students recognize the importance of ecosystems and their role in supporting a sustainable environment. Through this program, students will learn about the different actors that exist in our natural habitats, including plants, animals, and humans, and how they interact with each other to maintain a healthy balance in the ecosystem. Students will also explore the challenges facing our ecosystems, such as climate change and habitat destruction, and identify potential solutions to address these issues.

 

The program emphasizes hands-on learning and collaboration in natural habitats. Students will work together to carry out projects that have a sustainable impact on their community, such as building birdhouses, planting trees, and creating compost bins. By working together in these projects, students will develop critical thinking skills and learn about the interconnectedness of ecosystems. They will also develop a deeper understanding of their responsibility to protect the environment and how they can take action to create a positive impact on our planet.

Programs

STEAM

STEAM education is an approach to teaching and learning that integrates science, technology, engineering, arts, and math. It is a holistic and interdisciplinary approach that encourages students to explore and solve real-world problems using innovative and creative methods.

Digital Communication

The Digital Communications academic program is designed to prepare students for success in a digital society and economy. Through this program, students will learn how to create and produce high-quality digital content that is tailored to specific audience and communicate effectively their ideas.

 

By the end of the program, students will have a strong understanding of digital communications and be able to produce content that effectively engages with their intended audience. They will also be prepared for further study or a career in fields such as digital marketing, content creation, or journalism.

Fine Arts

The Fine Arts program at Altamira International School offers a dynamic and innovative approach to arts education, fostering creativity, critical thinking, and social awareness among our students. Our program engages students in a range of meaningful experiences, from exploring different artistic mediums and techniques to collaborating with local artists and cultural institutions and using technology to innovate and create.

Aligned with the principles and objectives of the UNESCO Roadmap for Arts Education, our program contributes to the cultural enrichment of the community and addresses social and cultural issues through the arts. We believe that a well-rounded education must include exposure to the arts, and our program is designed to provide students with a comprehensive understanding of art within its cultural, social, and historical context. Through our innovative and vanguard approach to art education, we aim to prepare our students to become creative and socially responsible global citizens.

Performing Arts

An expressive discipline that involves live performances, such as music, dance, and theater, and requires technical skills, physical expressiveness, and emotional interpretation.

Plastic Arts

A visual art form that involves creating three-dimensional objects, such as drawing, painting, and sculpture, using materials such as clay, canvas, and metal.

New Media Arts

A contemporary art form that combines technology and digital media, such as digital design, photography, and video production, to create interactive and immersive experiences.

Literary Arts

A creative expression of language that encompasses written, oral, and visual forms, including disruptive narrative, which challenges established norms and conventions.

AIS Research Group Edu-innovators

The group's mission is to develop innovative solutions that transform education, using applied research and developing cutting-edge technology to improve teaching and learning outcomes. It provides the AIS Community and allies with opportunities to engage in research projects, promoting their scientific mindset and inspiring innovation. 

Through research, the Edu-innovators group aims to contribute to the development of the Colombian education system, supporting the government's efforts to improve quality education. 

The research group is supported by 3 clubs:

  1. R+D for Educational Innovation Club: This club focuses on research and development for educational innovation, aiming to improve teaching and learning outcomes through innovative approaches. Members of this club engage in research projects, collaborate with educators and other stakeholders, and develop innovative solutions to transform education.

  2. Space Sciences SICE Club: The SICE Club is guided by the NASA GLOBE Program, which provides access to resources, training, and mentoring for environmental research and education. Members engage in data collection and research projects related to space and environmental sciences, promoting scientific literacy in their communities.

  3. Entrepreneurship and Social Innovation Club: This club focuses on entrepreneurship and social innovation, aiming to develop solutions to social and environmental challenges through innovative approaches. Members of this club engage in research projects, participate in entrepreneurship activities, and collaborate with social entrepreneurs and other stakeholders to develop innovative solutions that create social impact.

Our Team

Mariangela Vergara

She is our link to the world, bringing new experiences for deep learning and students projects.

Mariangela Vergara

International Engament Officer

Diana Mantilla

She is a human-centered manager that leads our team and projects for impact.

Diana Mantilla

Innovation Administrative Officer

Steffany Vizcaino

She is a bridge builder, connecting different actors and spaces to create innovative learning experiences that foster community development.

Steffany Vizcaino

Community Engament Coordinator

Hember Llanos

He is a researcher and innovator, generating science-based solutions that push the boundaries of education and drive progress.

Hember Llanos

Math & Science Coach

Daniela Márquez

She is a tech guru, constantly pushing the boundaries of what is possible in education through his innovative use of technology.

Daniela Márquez

Programmer

Boris Dousdebes

He is a tech-savvy innovator, developing and implementing cutting-edge solutions that empower students to create and innovate in a 4.0 era.

Boris Dousdebes

Fabrication Engineer