
An engaging awareness session on “The Importance of STEAM-Based Education and Training with Low-Cost Digital Twin AR/VR Tools for College Education” was held at Government Boys Higher Secondary School (GBHSS) Muhammad Bux Shoro, Qasimabad, Hyderabad, under the EU co-funded CATCH_VR Project.
The session, led by Anza Arain, Volunteering Ambassador of CATCH_VR, aimed to introduce students to the integration of Science, Technology, Engineering, Arts, and Mathematics (STEAM) with emerging digital tools such as Digital Twins (DT), Augmented Reality (AR), and Virtual Reality (VR). The event emphasized how low-cost AR/VR-enabled DT tools can make education more interactive, inclusive, and aligned with the needs of modern learning environments.
Speakers Anza, Alisha, and Zameer delivered insightful presentations on STEAM education and immersive technologies, explaining how they can transform conventional classrooms into experiential learning spaces. Meanwhile, Shahid and Ramsha conducted interactive demonstrations titled “STEAM in Action”, engaging students through practical activities such as Science Fun, Tech Skills, Engineer Mind, and Math Magic—fostering creativity and critical thinking.
Continuing the program, Hasnain, Bisma, and Kashmala discussed the “Impacts of Change”, illustrating how technology-driven education cultivates innovative and adaptable mindsets essential for the future of Industry 4.0 and 5.0. The session concluded with Nadia, Iram, and Laiba, who shared real-life examples of AR/VR and Digital Twin applications across industries—bridging classroom concepts with real-world implementations.
The Principal of GBHSS, Mr. Dildar Ali Channar, appreciated the efforts of the Mehran University Volunteering Team, supported by the CATCH_VR Project, for selecting their institution for this informative session. He lauded the team’s initiative to inspire students toward innovation and digital transformation.
Prof. Dr. B. S. Chowdhry, Lead Coordinator of the EU-funded CATCH_VR Project, commended the volunteering students for their dedication and efforts. He remarked that such initiatives encourage young learners to think beyond traditional boundaries and embrace innovation-driven education. The session reflected the CATCH_VR Project’s mission to promote low-cost immersive learning solutions and prepare students for a digitally empowered future.
