Contemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptx
Penreach STEAM at shalamuka 2020
1.
2. STEAM
Coming to
Mpumalanga soon…
An integrated approach to
learning that encourages
students to think more
broadly about real-world
problems. 4IR focussed.
CENTRE
PENREACH
3. An opportunity exists to be part of a future focused learning environment
for Science, Technology, Engineering, Art and Maths, also known as
STEAM, in the heart of Mpumalanga.
Penreach, your local NGO partner, has secured partial funding to
conceptualise, design and erect the STEAM Centre as an extension of
the Shalamuka Science Centre in Mbombela.
We are looking for industries to support the STEAM centre with
innovative technologies, exhibitions and grants to bring home an
immersive learning experience to the community.
OPPORTUNITY
4. Educate, promote and showcase with STEAM. The centre will serve as a
hub in the region facilitating collaboration, learning and creating with
various stakeholders such as DOE, industries, teachers, learners,
schools and parents.
OBJECTIVES
5. According to The Future of Jobs and Skills report, conducted by the
World Economic Forum, the most in-demand occupations found today did
not exist 10 or even five years ago.
Furthermore, the pace of change is set to accelerate significantly. The
report estimates that 65% of children entering primary school today will
enter the workforce in careers that does not yet exist.
THE CHALLENGE
6. Businesses are turning to digital solutions to cut costs and gain a
competitive advantage. Many have adopted technologies as solutions
and others are experimenting with AI, AR and VR in their efforts to stay
ahead. The question is; Who will run complex systems in a nation where
4IR skills are needed? And how do we deliver education to ready our
youth?
THE CHALLENGE continued…
7. STEAM@Shalamuka Science Centre
The addition of the STEAM Exhibition Centre and Makerspace to
existing facilities will pave the way for 21st century learning for educators
and learners in Mpumalanga.
Learning will be designed to be immersive, relevant, and engaging. More
than ever, Penreach will offer a learning environment where any child, no
matter their background, can access the opportunities that the 21st
century holds.
THE SOLUTION
8. EARLY CHILDHOOD TO TERTIARY EDUCATION
The centre will serve all ages and present a learning opportunity for all
visitors.
It is estimated that approximately 6000 learners will be exposed to
intensive educational activities and more than 40 000 people will be
visiting the Science Centre annually.
This will include a considerable fraction of the region’s science teachers
and senior science learners.
BENEFICIARIES
9. Penreach ICT introduction interaction video. Click on the link
BENEFICIARIES
https://www.youtube.com/watch?v=qOg8qpr6bKY
10. Learner-focused : Interactive and immersive learning experiences for
children ages 4 – 18 with focus on acquiring 21st century learning skills.
Educator- focused : Training and a tool for educators to teach 21st
century learning skills and enhance classroom-based teaching & learning.
Volunteer-focused : Training and a tool for community-based volunteers
to extend opportunities for practicing coding, robotics and applied maths
and science after hours and close to home.
Public focused : Stimulate awareness of general public about Science
and STEAM-based learning specifically.
BENEFICIARIES
12. • Gamification
• Discovery-based learning
• Inquiry-based learning
• Project-based learning
Educators can book and use the centre to enhance what they have
already covered in class. Learners can book and use the centre for
project-based learning tasks.
“Learning adventures” are customisable to specific learning outcomes.
PEDAGOGY
13. The Penreach Shalamuka Science Centre is an accredited SAASTA
centre within its network of science centres.
The centre will bring innovative and practical learning opportunities for
educators and learners in Science, Technology, Maths, Engineering
and Arts.
Think immersive technologies, coding, robotics, augmented
and virtual reality,
audio-visual products, 3-D printing and much more!
Coupled with a sound pedagogy that ensures that excellence and 21st
century skills reach as many under-resourced schools and communities
as possible.
ACTIVITIES
14. Centre-based- using STEAM Exhibits, Makerspace,
Auditorium, & Science Laboratories for:
• Educator training
• Learner experiences
• Club Volunteer training
• General public awareness
Community-based- using mobile science labs and
Community Clubs for:
• Classroom-based support for teachers
• STEAM Clubs for additional exposure to coding, robotics,
maths, science, and arts using innovative technology
ACTIVITIES
15. The exhibition centre will consist of Makerspaces and interactive learning
opportunities.
EXHIBITS WILL BE DESIGNED TO STIMULATE:
> Creativity
> Communication
> Collaboration
> Critical thinking
ACTIVITIES
16. Furthermore, the collaboration extends to include industry partners that
will use the space to exhibit their new and developing technologies in
industries such as;
> Agriculture > Electricity
> Conservation > Building
> Mining > Design
> Forestry > Aviation
> Renewable energy > Robotics
EXHIBITS
17. 1. Four interactive “learning islands”
2. Two “immersive rooms” (state of the art projection immerses the
audience in “space”, “the ocean”, “the jungle” with interactive areas
that gives more information when touched or activated
3. Greenhouse
4. Nature trail and outdoor area
5. Mechanical exhibits
6. Radio station and AV room
7. Industry exhibits (e.g. solar power & rainwater harvesting)
8. Museum of Innovation
9. Makerspace (laptops, tablets, robotics, other materials for creating)
10.Auditorium for AV experience
11.Science Labs for practical experiments
CENTRE – ALL SPACES
22. • Group-based
• Companion device
• Age / Grade specific adventures
• Device records experience, directs
group to observe, engage with exhibits,
gather information, discuss the
problems, craft solutions (using the
Makerspace area) and records the
whole process
• A “leaderboard” system can be used to
gamify the learning adventure
23.
24.
25. Your support will help provide access to a world that should not be
beyond the reach of all South Africa’s children.
COST
PHASE WHAT WE NEED WHAT WE HAVE
WHAT WE
MUST RAISE
STEAM Centre
Building
R6 000 000,00 R5 000 000,00 R1 000 000,00
STEAM exhibits –
getting ready to STEAM
R5 000 000,00 R 500 000,00 R5 000 000,00
STEAMing ahead –
on going operations
R5 000 000,00pa R3 000 000,00pa R1 400 000,00
TOTAL R10 700 000,00 R7 000 000,00 R3 700 000,00
26. Exhibit, donate, collaborate:
• R50k - R100k can make it possible for between 1 000 to 2 000 children
to visit the STEAM centre per annum.
• R100k can also make it possible to continuously develop innovative
STEAM exhibits or projects to benefit 24 000 learners per annum.
• Your existing or specific exhibits can showcase the innovation you are
driving in your industry.
Watch this STEAM introduction video on our Youtube channel
HOW TO GET INVOLVED
27. GET INVOLVED
Be part of the 4IR, be the change we want.
Contact us today.
partners@penryn.co.za
013 758 9000
www.penreach.co.za