Our mission is to enable creative making for social impact.

With the increasing number of students and the structural incapacity of training and profesional insertion the next generations of young people will have to invent their jobs and be able to gather independently the necessary knowledge and practice. At Hackidemia we're trying to channel the makers communities toward the creation of networked local hubs that will provide access to the latest technologies and tools and will allow people from an early age to kickstart their project and solve local grand challenges (access to energy, clean water, healthy food, information and learning, etc).


Hackidemia is a mobile invention lab that enables future changemakers to access and create a hands-on STEAM education that will enable them to solve specific challenges by developing and testing creative solutions and physical artifacts. School by school, this will create a new learning model for sciences, art and technologies and prepare the next autonomous generation.



Global workshops fostering collaboration between schools, tech companies and kids inthe development of 3D-enabled curricula, tools, and learning environments for the 21st century learner. We will introduce kids to new ways of learning abstract and complex concepts by using rapidprototyping technologies designed for novices to get their hands dirty by designing tangible interfaces, interactive toolkits, toys, and new educational templates for class activities. 


Students who participate in science clubs and competitions at least a few times a year are 50% more likely to select a STEAM-related career plan once in college than those not participating in such activities. By combining science, technology, storytelling and art, HacKidemia leverages creative thinking to motivate and inspire a generation of future independent researchers and propose a new learning-by-doing model that could be integrated in the traditional pedagogy.



Kids will be able to:

Understand more rapidly complex concepts and processes while creating, playing and interacting with 3d printed artifacts.

Design and test new learning activities and games.

Continue the in situ learning at home by exposing their family and community to their new interdisciplinary techy projects.

Contribute to real-world projects while crowdcrafting tangible solutions and methods.

Tech companies will be able to:

Identify and access market opportunities for educational applications and classroom integration of new products.

Schools will be able to:

Contribute to the development of educational software/hardware at the prototype level, avoiding common design errors.

Test and develop a new learning model for improved engagement on a trial basis.