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STEM 2 STEAM
PRACTICAL STRATEGIES TO ENHANCE STEM
IN YOUR SCIENCE, TECHNOLOGY ENGINEERING
AND MATH CLASSES
INSTITUTE FOR
EDUCATIONAL
DEVELOPMENT
BRIAN MILLER
AKA - SMARTERTEACHER
STEM 2 STEAM
HOTEL WIFI
PRESENTATION
STEM 2 STEAM
smarterteacher@gmail.com
@smarterteacher
HOUSEKEEPING
CHECK IN & HANDBOOK
CELL PHONES
BATHROOM BREAKS
ASK QUESTIONS
Brian S. Miller
• La Salle High School Pasadena, CA
• 30 Year Science Educator
• Chemistry, Biology, Physics,
Anatomy, Environmental Science,
Health, Algebra I & II, Geometry
• Innovations and Genius Hour
smarterteacher@gmail.com
@smarterteacher
Brian S. Miller
smarterteacher@gmail.com
flipped4science.blogspot.com
www.youtube.com/user/SMARTERTEACHER
@SMARTERTEACHER
@ScienceRoom229
@LSinnov8tions
•Graduate Credit for Professional Development
through Brandman University pD-E
•Resources Page –p85
•Notes –p109
•Evaluation – p111
•Page Notations
STEM 2 STEAM
The HANDBOOK
PAGE
8:00 – 8:30 - Arrival
8:35 – 9:00 - Intros & Housekeeping
9:00 – 9:30 - The 6 C’s
9:30 – 10:00 - The Mysterious Case of DHMO
10:00 – 10:15 - Break
10:15 – 10:45 - Diamante Connections
10:45 – 11:15 - STEAM and Tinkering
11:15 – 1:00 - Lunch
1:00 – 2:00 - TEDitorials – STEAM Writing
2:00 – 2:10 - Break
2:10 – 2:30 - Math Makeover
2:30 – 3:00 - WPA’s and Closure
Our Day
The Parable of the Stones
A man was out walking in the desert when a voice said to
him, "Pick up some pebbles and put them in your pocket,
and tomorrow you will be both happy and sad."
The man obeyed. He stooped down and picked up a handful
of pebbles and put them in his pocket. The next morning he
reached into his pocket and found diamonds, sapphires,
rubies and emeralds.
And he was both happy and sad.
Happy he had taken some - sad that he hadn't taken more.
5
29
Critical Thinking allows the
individual to manage information.
Information presented in a
multitude of forms from a variety of
media. Information that must be
filtered and analyzed, authenticated
and processed, and eventually must
be synthesized in a form that will be
useful to the individual. Information
where Questions drive the process
and Answers simply lead to more
Questions.
11
Communication provides the means by which the
individual can present information. Information
presented in a multitude of means through a variety
of media. Information and data that must be clear and
concise, effective and engaging, and eventually be
presented in a way that is meaningful to both the
individual and the audience.
12
Collaboration engages the individual in the world
they share through association. Association, that is
created to benefit an organization and as a means to
conduct business. Association that includes
partnership and teamwork, leadership and assistance,
and alliance that serves as a benefit to the whole.
13
Culture encourages the individual to appreciate
where we have come from, who we are now and how
we can move into the future. Culture associates the
individual to all that surrounds them: art, drama,
dance poetry, history, science, religion, written and
unwritten language, technology and the individual
themselves.
14
Creativity provides the avenue for expression. The
structure means nothing without
function. Therefore, the individual must be capable of
creating something with the knowledge that they
have worked so hard to obtain. It is in creating that
the individual gains purpose.
15
Connectivity places the individual in touch with
their world. In today’s existence that is increasingly
through the technology that is rapidly changing the
way they view their world. Understanding that
connections are personal no matter what the means
of contact and that humanity must remain in light of
how the technology may change for each individual.
16
Why Do We Need STEAM?
The Mysterious
Case of DHMO
!
19
Start Slow:
STEAM is all about integrating subjects, but
that does not mean every STEAM project is
equally science, technology, engineering, art
and math. One simple place to start: Look to
the math in art, and the art in math. Students
can create tessellations to study symmetry, use
fractions to create artwork or coordinate grids
to map a painting.
20
Look to Leonardo:
History is full of examples of scientist with
strong artistic backgrounds and vice versa. By
studying the sketches for Leonardo da Vinci’s
flying machine or John James Audubon’s
meticulous bird illustration, students are able to
see how creativity can spark scientific
accomplishment. Experts in the community,
such as architects or industrial designers will
speak about how the arts are integrated into
their careers.
20
Focus on the Process:
The engineering design process, which includes
the steps of ask, imagine, plan, create, and
improve, can be applied to any and all projects.
21
Partner with the Arts Teachers:
The art teacher, band director, dramatic
instructor, math professor, science educator,
and technology specialist all share duties in
contributing to the educational process of the
STEAM lab.
21
Think Beyond the Paintbrush:
The arts in STEAM are not just limited to
drawing and design. Students learn vocabulary
through theatrical performance. They learn
spatial relationships in dance. They learn math
through musical interaction, and each member
of the visual and performing arts spectra are
brought into STEAM projects.
22
Make it Matter:
STEAM projects are relevant to students’ lives
because students practice problem-solving
skills applicable to all areas of study. Students
can learn robotics, design their own fishing
poles, study personal genetics and ancestry, or
even take the Iron Chef style class where they
learn the science of
baking. Students take everyday objects and try
to build something that would solve a problem
in their life.
22
Make it Matter:
Students can make contraptions to help their
parents do something practical, but others may
go in a more whimsical direction, making a hot
air balloon for a pet so it can see the world. Any
project that sparks student passion will be
framed as a way to learn and practice STEAM
knowledge.
22
Embrace Failure:
In concert with Design Thinking research,
emphasize the importance of giving students
the freedom to fail along with the support to
turn those failures into new discoveries. That
same rule applies to teachers: staff members
should meet often to bounce ideas off one
another.
23
Brian S. Miller
smarterteacher@gmail.com
flipped4science.blogspot.com
www.youtube.com/user/SMARTERTEACHER
@SMARTERTEACHER
@ScienceRoom229
@LSinnov8tions
THE DIAMANTE
79
"When we try to pick out anything by itself,
we find it hitched to everything else in the
Universe."
- JOHN MUIR -
THE DIAMANTE
80
NOUN
ADJECTIVE ADJECTIVE
PARTICIPLE PARTICIPLE PARTICIPLE
NOUN NOUN NOUN NOUN
PARTICIPLE PARTICIPLE PARTICIPLE
ADJECTIVE ADJECTIVE
NOUN
31
!
Graphing Motion Graphing Liquid Viscosity
Graphing Liquid Density
Design a Lab Using PHet
WORTH the PRICE of ADMISSION

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IED STEAM presentation Nov 23 24

  • 1. STEM 2 STEAM PRACTICAL STRATEGIES TO ENHANCE STEM IN YOUR SCIENCE, TECHNOLOGY ENGINEERING AND MATH CLASSES INSTITUTE FOR EDUCATIONAL DEVELOPMENT
  • 2. BRIAN MILLER AKA - SMARTERTEACHER STEM 2 STEAM
  • 3. HOTEL WIFI PRESENTATION STEM 2 STEAM smarterteacher@gmail.com @smarterteacher
  • 4. HOUSEKEEPING CHECK IN & HANDBOOK CELL PHONES BATHROOM BREAKS ASK QUESTIONS
  • 5. Brian S. Miller • La Salle High School Pasadena, CA • 30 Year Science Educator • Chemistry, Biology, Physics, Anatomy, Environmental Science, Health, Algebra I & II, Geometry • Innovations and Genius Hour smarterteacher@gmail.com @smarterteacher
  • 7. •Graduate Credit for Professional Development through Brandman University pD-E •Resources Page –p85 •Notes –p109 •Evaluation – p111 •Page Notations STEM 2 STEAM The HANDBOOK PAGE
  • 8. 8:00 – 8:30 - Arrival 8:35 – 9:00 - Intros & Housekeeping 9:00 – 9:30 - The 6 C’s 9:30 – 10:00 - The Mysterious Case of DHMO 10:00 – 10:15 - Break 10:15 – 10:45 - Diamante Connections 10:45 – 11:15 - STEAM and Tinkering 11:15 – 1:00 - Lunch 1:00 – 2:00 - TEDitorials – STEAM Writing 2:00 – 2:10 - Break 2:10 – 2:30 - Math Makeover 2:30 – 3:00 - WPA’s and Closure Our Day
  • 9. The Parable of the Stones A man was out walking in the desert when a voice said to him, "Pick up some pebbles and put them in your pocket, and tomorrow you will be both happy and sad." The man obeyed. He stooped down and picked up a handful of pebbles and put them in his pocket. The next morning he reached into his pocket and found diamonds, sapphires, rubies and emeralds. And he was both happy and sad. Happy he had taken some - sad that he hadn't taken more. 5
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  • 13. Critical Thinking allows the individual to manage information. Information presented in a multitude of forms from a variety of media. Information that must be filtered and analyzed, authenticated and processed, and eventually must be synthesized in a form that will be useful to the individual. Information where Questions drive the process and Answers simply lead to more Questions. 11
  • 14. Communication provides the means by which the individual can present information. Information presented in a multitude of means through a variety of media. Information and data that must be clear and concise, effective and engaging, and eventually be presented in a way that is meaningful to both the individual and the audience. 12
  • 15. Collaboration engages the individual in the world they share through association. Association, that is created to benefit an organization and as a means to conduct business. Association that includes partnership and teamwork, leadership and assistance, and alliance that serves as a benefit to the whole. 13
  • 16. Culture encourages the individual to appreciate where we have come from, who we are now and how we can move into the future. Culture associates the individual to all that surrounds them: art, drama, dance poetry, history, science, religion, written and unwritten language, technology and the individual themselves. 14
  • 17. Creativity provides the avenue for expression. The structure means nothing without function. Therefore, the individual must be capable of creating something with the knowledge that they have worked so hard to obtain. It is in creating that the individual gains purpose. 15
  • 18. Connectivity places the individual in touch with their world. In today’s existence that is increasingly through the technology that is rapidly changing the way they view their world. Understanding that connections are personal no matter what the means of contact and that humanity must remain in light of how the technology may change for each individual. 16
  • 19. Why Do We Need STEAM? The Mysterious Case of DHMO
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  • 23. Start Slow: STEAM is all about integrating subjects, but that does not mean every STEAM project is equally science, technology, engineering, art and math. One simple place to start: Look to the math in art, and the art in math. Students can create tessellations to study symmetry, use fractions to create artwork or coordinate grids to map a painting. 20
  • 24. Look to Leonardo: History is full of examples of scientist with strong artistic backgrounds and vice versa. By studying the sketches for Leonardo da Vinci’s flying machine or John James Audubon’s meticulous bird illustration, students are able to see how creativity can spark scientific accomplishment. Experts in the community, such as architects or industrial designers will speak about how the arts are integrated into their careers. 20
  • 25. Focus on the Process: The engineering design process, which includes the steps of ask, imagine, plan, create, and improve, can be applied to any and all projects. 21
  • 26. Partner with the Arts Teachers: The art teacher, band director, dramatic instructor, math professor, science educator, and technology specialist all share duties in contributing to the educational process of the STEAM lab. 21
  • 27. Think Beyond the Paintbrush: The arts in STEAM are not just limited to drawing and design. Students learn vocabulary through theatrical performance. They learn spatial relationships in dance. They learn math through musical interaction, and each member of the visual and performing arts spectra are brought into STEAM projects. 22
  • 28. Make it Matter: STEAM projects are relevant to students’ lives because students practice problem-solving skills applicable to all areas of study. Students can learn robotics, design their own fishing poles, study personal genetics and ancestry, or even take the Iron Chef style class where they learn the science of baking. Students take everyday objects and try to build something that would solve a problem in their life. 22
  • 29. Make it Matter: Students can make contraptions to help their parents do something practical, but others may go in a more whimsical direction, making a hot air balloon for a pet so it can see the world. Any project that sparks student passion will be framed as a way to learn and practice STEAM knowledge. 22
  • 30. Embrace Failure: In concert with Design Thinking research, emphasize the importance of giving students the freedom to fail along with the support to turn those failures into new discoveries. That same rule applies to teachers: staff members should meet often to bounce ideas off one another. 23
  • 32. THE DIAMANTE 79 "When we try to pick out anything by itself, we find it hitched to everything else in the Universe." - JOHN MUIR -
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  • 34. THE DIAMANTE 80 NOUN ADJECTIVE ADJECTIVE PARTICIPLE PARTICIPLE PARTICIPLE NOUN NOUN NOUN NOUN PARTICIPLE PARTICIPLE PARTICIPLE ADJECTIVE ADJECTIVE NOUN
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  • 52. Graphing Motion Graphing Liquid Viscosity
  • 54. Design a Lab Using PHet
  • 55. WORTH the PRICE of ADMISSION