This document discusses the importance of integrating arts into STEM education to create STEAM. It provides examples of STEAM lesson plans combining subjects like writing and visual art, math and music, and STEM and visual art. The document also discusses how schools are incorporating more hands-on, creative learning through STEAM and the benefits this brings to student engagement, academic skills, and developing 21st century skills. It argues that education currently lacks creativity and that STEAM is needed to make learning more meaningful and help students be innovative thinkers.
TIES was founded in 1999 to support STEM education and innovative schools for underserved communities. It has since expanded to be a national consulting group focusing on STEM education. TIES works to develop STEM networks and programs in states to fuel economic development. STEM education is important for developing problem-solvers and innovators needed for a global economy. It engages students in understanding the world through design-based learning and applying STEM concepts. STEM education prepares students with skills like critical thinking needed for the 21st century.
STEM to STEAM: Where Art and Design meet Science, Technology, Engineering and...Christine Miller
This presentation highlights the importance of adding the Arts to a STEM (Science, Technology, Engineering, Mathematics) curriculum as well as the beginning steps to incorporate the Arts.
STEAM (Science, Technology, Engineering, Art and Mathematics) involves teaching and learning using multiple disciplines. A STEAM Lab allows students to explore concepts across subjects in a creative space centered around art. The document outlines various STEAM concepts and techniques students may explore such as creating idea maps, learning to solder, creative coding, and exhibition of student work. It also provides an example of how to structure project-based STEAM learning using objectives focused on gaining student attention, relevance, confidence, and satisfaction.
Want to know about open innovation and its process in detail? Become a part of innovation courses offered by MIT ID Innovation.
For more details, visit : https://mitidinnovation.com/recreation/open-innovation/
This document provides an introduction to programming the ESP8266 WiFi chip. It outlines ESP8266 basics, including an overview of the ESP-01 and ESP-12 models. It then demonstrates how to connect an ESP8266 to an Arduino and use the Blynk app and library to control an LED over WiFi. Wiring diagrams and code examples are provided to showcase setting up and programming the ESP8266 for basic WiFi functionality and Blynk integration.
Getting all students in the classroom to participate can be difficult. We've got a list of the top tools which you can use to help increase participation - even for the quieter students!
416. STEAM Education and The Uncommon Core
This presentation will focus on the integration of STEAM educational principles into core subjects. Although our school offers a very successful Exploratory STEM class, I believe the true strength of this educational model is in its' potential to incorporate relevant project based learning and bring the Common Core Curriculum to life for every student.
Presenter(s): Phil Brittain, Tony Campbell
Location: Meadowbrook
TIES was founded in 1999 to support STEM education and innovative schools for underserved communities. It has since expanded to be a national consulting group focusing on STEM education. TIES works to develop STEM networks and programs in states to fuel economic development. STEM education is important for developing problem-solvers and innovators needed for a global economy. It engages students in understanding the world through design-based learning and applying STEM concepts. STEM education prepares students with skills like critical thinking needed for the 21st century.
STEM to STEAM: Where Art and Design meet Science, Technology, Engineering and...Christine Miller
This presentation highlights the importance of adding the Arts to a STEM (Science, Technology, Engineering, Mathematics) curriculum as well as the beginning steps to incorporate the Arts.
STEAM (Science, Technology, Engineering, Art and Mathematics) involves teaching and learning using multiple disciplines. A STEAM Lab allows students to explore concepts across subjects in a creative space centered around art. The document outlines various STEAM concepts and techniques students may explore such as creating idea maps, learning to solder, creative coding, and exhibition of student work. It also provides an example of how to structure project-based STEAM learning using objectives focused on gaining student attention, relevance, confidence, and satisfaction.
Want to know about open innovation and its process in detail? Become a part of innovation courses offered by MIT ID Innovation.
For more details, visit : https://mitidinnovation.com/recreation/open-innovation/
This document provides an introduction to programming the ESP8266 WiFi chip. It outlines ESP8266 basics, including an overview of the ESP-01 and ESP-12 models. It then demonstrates how to connect an ESP8266 to an Arduino and use the Blynk app and library to control an LED over WiFi. Wiring diagrams and code examples are provided to showcase setting up and programming the ESP8266 for basic WiFi functionality and Blynk integration.
Getting all students in the classroom to participate can be difficult. We've got a list of the top tools which you can use to help increase participation - even for the quieter students!
416. STEAM Education and The Uncommon Core
This presentation will focus on the integration of STEAM educational principles into core subjects. Although our school offers a very successful Exploratory STEM class, I believe the true strength of this educational model is in its' potential to incorporate relevant project based learning and bring the Common Core Curriculum to life for every student.
Presenter(s): Phil Brittain, Tony Campbell
Location: Meadowbrook
The document discusses technology integration and pedagogical approaches in teaching for the 2021-2022 school year. It outlines session objectives of integrating technology, upskilling teachers' competence using innovative approaches, and developing innovation in teaching. It also discusses challenges schools may face, such as learning loss and the need for virtual readiness. Considerations are presented around identifying existing teacher competencies that need updating, reskilling for new competencies like digital instruction, and recalibrating hiring, development and evaluation efforts to focus on new priorities. Key takeaways emphasize that innovative teaching can be achieved with or without technology, and the most effective approach combines an innovative teacher and appropriate technology use to support learning.
Embedded systems domain offers great career opportunity for fresh engineers. Team Emertxe had a seminar session at MVJ college of engineering, Bangalore by sharing details about the same topic.
The document discusses creative thinking and the elements needed to generate ideas. It defines creativity as imagining or inventing something new. Creative thinking is a skill that can be learned, not a talent, and it improves teamwork and productivity. Brainstorming is presented as a technique for generating ideas by gathering a list spontaneously from group members. The 5 Whys technique is also described as a method to determine the root cause of problems by asking why 5 times. Finally, the document states that creativity requires passion, knowledge, and experience.
The document discusses business model innovation and the business model canvas. It provides guidance on developing a business model using the canvas by focusing on key elements like customer segments, value propositions, channels, customer relationships, revenue streams, and resources. The document emphasizes that the business model should address customer needs and pains, and that products are more likely to fail due to lack of customers rather than lack of new technologies. Innovation involves obtaining something new that solves problems and can be utilized.
The document discusses the importance of developing critical, creative, and collaborative skills in students through the "4 C's": collaboration, communication, creativity, and critical thinking. It argues that these skills are essential for students to succeed in today's digital world and globally competitive workforce. For each of the 4 C's, it provides examples of key abilities students must learn like teamwork, effective communication using various media, innovative and design thinking, and analytical problem solving. The overall message is that mastering the 4 C's through experience is vital for students' future career readiness and life success.
Creativity, Design Thinking and How These Have To Do With Innovation & Entrep...Lumiknows Consultancy
Presentation of CEO of Russian design research consultancy Lumiknows Ekaterina Khramkova at the international conference on innovation and entrepreneurship held in Moscow late April 2009. The event was organized by the International center for Innovation & Entrepreneurship of the Moscow State University together with the U.S. Russia Center for Entrepreneurship with support of Innovation Studio Intel, Tempus, Higher School of Economics.
This document discusses how visual and creative thinking techniques can help adults reawaken their natural creative abilities. It explores myths that prevent creativity, such as the ideas that creativity only comes from epiphanies or lone innovators. Tips are provided for starting visual thinking habits, such as creating an environment conducive to creativity, drawing regularly, and taking creative breaks. References are made to how characters like Peter Pan and Willy Wonka embrace imagination and make-believe.
Presentation given by Dr. Robert Root-Bernstein - Keynote Address @ AENJ Fall Conference 2011 The Hyatt Regency, New Brunswick, NJ
October 4, 2011
with permission of the author
These slides accompanied a March 2015 webinar for ALSC on the topic of diverse STEAM practices, from the reasons to incorporate them in a youth library setting to age-appropriate examples and resources.
The document discusses implementing STEAM education through computer-adaptive formative testing. It advocates providing a digital curriculum that engages all students through challenging projects using inquiry-based learning, task-based assessment, and project-based learning. The goal is empowering students through choice and a growth mindset in a digitally-enabled environment using mobile apps to create and assess mastery through play and design.
This document discusses the importance of a STEAM (Science, Technology, Engineering, Arts, and Mathematics) driven education system in the context of globalization. It argues that promoting STEAM education can help address challenges like developing homegrown talent, encouraging high standards, and making clean technology attractive. Investing in STEAM through funding, policy priorities, and educational programs from K-12 through university levels can help drive innovation, economic growth, and energy independence. Both public and private sectors have important roles to play in developing STEAM talent and capital through initiatives like startup accelerators, business competitions, and prize incentives.
This document outlines a STEAM education project for middle school students. It discusses the need for the project based on declining interest in science education and focuses on physics. It describes the theoretical background of converging STEAM (Science, Technology, Engineering, Art, and Math) education and the learning goals of improving perceptions of physics and developing interest and creativity. It details the classroom environment including software for problem-based and cooperative learning games, and hardware like the hexagonal classroom layout and physics lab. It provides an example class applying STEAM to make a mini washing machine integrating the various disciplines. The conclusion emphasizes getting students interested in science through art and nurturing convergence talents.
This is a presentation from Technology and Learning Magazine TechForum2012 on STEM--> STEAM--> STREAM
integrating the Arts and Reading into STEM education
This document discusses STEM education and the importance of integrating arts into STEM learning. It notes that 78% of U.S. high school graduates are not prepared for college-level STEM courses. To strengthen STEM education, the document argues that it needs to recognize different learning styles and include both STEM and arts disciplines in educational programs. Integrating the arts can make STEM learning more joyful and help develop important skills. The document provides several images supporting integrating the arts into STEM.
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343
Resources at http://ShellyTerrell.com/STEAM
This document is a presentation about powering gifted education for the 21st century given by Dr. Brian Housand. Some key points:
- America must not provide children a 1960s education for a 21st century world and must dramatically lead in technology and intellectual tools for children.
- Gifted education needs to focus on STEAM - science, technology, engineering, arts, and mathematics - to develop skills like creativity, collaboration, problem solving and digital citizenship.
- Connecting all schools to high-speed internet by 2018 will help provide equitable access to resources. Gifted programs should be available all day, every day rather than just occasionally.
- An emphasis should be placed on understanding core subjects like
The document summarizes test score data from the 2013 New England Common Assessment Program (NECAP) for Rhode Island, Newport, Middletown, Portsmouth, and Jamestown. It shows the percentage of students who were proficient or above in reading and mathematics at various grade levels, with a focus on comparing scores of low socioeconomic status students versus others. The Rhode Island STEAM Academy charter school proposal cites this data to demonstrate the need to close achievement gaps and raise standards in STEAM disciplines.
STEM refers to Science, Technology, Engineering and Math fields of study. STEAM adds Arts to STEM by recognizing that content areas are not isolated and student interest is increased by incorporating arts. The document encourages the reader to wait for further instructions and provides a link to additional STEAM resources and a feedback survey.
A brief look into maker education and one educator's journey to total classroom implementation. Presentation has been edited to remove identity of students.
The document discusses technology integration and pedagogical approaches in teaching for the 2021-2022 school year. It outlines session objectives of integrating technology, upskilling teachers' competence using innovative approaches, and developing innovation in teaching. It also discusses challenges schools may face, such as learning loss and the need for virtual readiness. Considerations are presented around identifying existing teacher competencies that need updating, reskilling for new competencies like digital instruction, and recalibrating hiring, development and evaluation efforts to focus on new priorities. Key takeaways emphasize that innovative teaching can be achieved with or without technology, and the most effective approach combines an innovative teacher and appropriate technology use to support learning.
Embedded systems domain offers great career opportunity for fresh engineers. Team Emertxe had a seminar session at MVJ college of engineering, Bangalore by sharing details about the same topic.
The document discusses creative thinking and the elements needed to generate ideas. It defines creativity as imagining or inventing something new. Creative thinking is a skill that can be learned, not a talent, and it improves teamwork and productivity. Brainstorming is presented as a technique for generating ideas by gathering a list spontaneously from group members. The 5 Whys technique is also described as a method to determine the root cause of problems by asking why 5 times. Finally, the document states that creativity requires passion, knowledge, and experience.
The document discusses business model innovation and the business model canvas. It provides guidance on developing a business model using the canvas by focusing on key elements like customer segments, value propositions, channels, customer relationships, revenue streams, and resources. The document emphasizes that the business model should address customer needs and pains, and that products are more likely to fail due to lack of customers rather than lack of new technologies. Innovation involves obtaining something new that solves problems and can be utilized.
The document discusses the importance of developing critical, creative, and collaborative skills in students through the "4 C's": collaboration, communication, creativity, and critical thinking. It argues that these skills are essential for students to succeed in today's digital world and globally competitive workforce. For each of the 4 C's, it provides examples of key abilities students must learn like teamwork, effective communication using various media, innovative and design thinking, and analytical problem solving. The overall message is that mastering the 4 C's through experience is vital for students' future career readiness and life success.
Creativity, Design Thinking and How These Have To Do With Innovation & Entrep...Lumiknows Consultancy
Presentation of CEO of Russian design research consultancy Lumiknows Ekaterina Khramkova at the international conference on innovation and entrepreneurship held in Moscow late April 2009. The event was organized by the International center for Innovation & Entrepreneurship of the Moscow State University together with the U.S. Russia Center for Entrepreneurship with support of Innovation Studio Intel, Tempus, Higher School of Economics.
This document discusses how visual and creative thinking techniques can help adults reawaken their natural creative abilities. It explores myths that prevent creativity, such as the ideas that creativity only comes from epiphanies or lone innovators. Tips are provided for starting visual thinking habits, such as creating an environment conducive to creativity, drawing regularly, and taking creative breaks. References are made to how characters like Peter Pan and Willy Wonka embrace imagination and make-believe.
Presentation given by Dr. Robert Root-Bernstein - Keynote Address @ AENJ Fall Conference 2011 The Hyatt Regency, New Brunswick, NJ
October 4, 2011
with permission of the author
These slides accompanied a March 2015 webinar for ALSC on the topic of diverse STEAM practices, from the reasons to incorporate them in a youth library setting to age-appropriate examples and resources.
The document discusses implementing STEAM education through computer-adaptive formative testing. It advocates providing a digital curriculum that engages all students through challenging projects using inquiry-based learning, task-based assessment, and project-based learning. The goal is empowering students through choice and a growth mindset in a digitally-enabled environment using mobile apps to create and assess mastery through play and design.
This document discusses the importance of a STEAM (Science, Technology, Engineering, Arts, and Mathematics) driven education system in the context of globalization. It argues that promoting STEAM education can help address challenges like developing homegrown talent, encouraging high standards, and making clean technology attractive. Investing in STEAM through funding, policy priorities, and educational programs from K-12 through university levels can help drive innovation, economic growth, and energy independence. Both public and private sectors have important roles to play in developing STEAM talent and capital through initiatives like startup accelerators, business competitions, and prize incentives.
This document outlines a STEAM education project for middle school students. It discusses the need for the project based on declining interest in science education and focuses on physics. It describes the theoretical background of converging STEAM (Science, Technology, Engineering, Art, and Math) education and the learning goals of improving perceptions of physics and developing interest and creativity. It details the classroom environment including software for problem-based and cooperative learning games, and hardware like the hexagonal classroom layout and physics lab. It provides an example class applying STEAM to make a mini washing machine integrating the various disciplines. The conclusion emphasizes getting students interested in science through art and nurturing convergence talents.
This is a presentation from Technology and Learning Magazine TechForum2012 on STEM--> STEAM--> STREAM
integrating the Arts and Reading into STEM education
This document discusses STEM education and the importance of integrating arts into STEM learning. It notes that 78% of U.S. high school graduates are not prepared for college-level STEM courses. To strengthen STEM education, the document argues that it needs to recognize different learning styles and include both STEM and arts disciplines in educational programs. Integrating the arts can make STEM learning more joyful and help develop important skills. The document provides several images supporting integrating the arts into STEM.
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343
Resources at http://ShellyTerrell.com/STEAM
This document is a presentation about powering gifted education for the 21st century given by Dr. Brian Housand. Some key points:
- America must not provide children a 1960s education for a 21st century world and must dramatically lead in technology and intellectual tools for children.
- Gifted education needs to focus on STEAM - science, technology, engineering, arts, and mathematics - to develop skills like creativity, collaboration, problem solving and digital citizenship.
- Connecting all schools to high-speed internet by 2018 will help provide equitable access to resources. Gifted programs should be available all day, every day rather than just occasionally.
- An emphasis should be placed on understanding core subjects like
The document summarizes test score data from the 2013 New England Common Assessment Program (NECAP) for Rhode Island, Newport, Middletown, Portsmouth, and Jamestown. It shows the percentage of students who were proficient or above in reading and mathematics at various grade levels, with a focus on comparing scores of low socioeconomic status students versus others. The Rhode Island STEAM Academy charter school proposal cites this data to demonstrate the need to close achievement gaps and raise standards in STEAM disciplines.
STEM refers to Science, Technology, Engineering and Math fields of study. STEAM adds Arts to STEM by recognizing that content areas are not isolated and student interest is increased by incorporating arts. The document encourages the reader to wait for further instructions and provides a link to additional STEAM resources and a feedback survey.
A brief look into maker education and one educator's journey to total classroom implementation. Presentation has been edited to remove identity of students.
A presentation at the science librarians orientation, American Association for the Advancement of Science (AAAS) Annual Meeting 2013, Boston, MA:
the DeLaMare Science & Energy Library is actively working to dissolve traditional institutional boundaries in the library between the sciences, art, and engineering; transitioning from traditional STEM support, we’re building up STEAM in the library. This presentation offers rationale, along with a brief presentation of work being done to leverage the "unreasonable effectiveness" of recently introduced 3D printing and scanning services to meet needs of students and faculty across the sciences, engineering, and art.
The document discusses 21st century education and the changing landscape of technology. It notes that education now needs to address a rapidly changing world and prepare students for jobs that have not been invented yet. It also highlights how technologies have advanced significantly, with the computing power and data storage of modern devices vastly exceeding what was available just decades ago. This poses challenges for education but also opportunities to engage and connect students through new tools and approaches.
The document discusses STEM (Science, Technology, Engineering, and Mathematics) education and the push to expand it to STEAM with the addition of arts. STEM education gained national attention after the Soviet Union launched Sputnik, but the US risks losing its innovative edge. Studies show integrating arts into STEM (STEAM) improves cognition and creativity skills needed for innovation. The document argues STEAM is necessary to maintain US economic leadership in a globally competitive landscape.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help boost feelings of calmness, happiness and focus.
This document discusses STEM education and its meaning and practice in K-12 schools. It defines STEM as an acronym for science, technology, engineering, and mathematics. It explains that STEM practice in schools is varied but generally aims to improve math and science outcomes and prepare students for STEM careers and higher education. The document discusses different perspectives on STEM from the academic community, career and technical education community, and arts community. It also provides examples of STEM practices and programs from schools in different areas.
STEM in K-12 education practice takes many forms depending on the perspective and needs of different communities. To academics, STEM aims to improve math and science outcomes and increase the number of students pursuing STEM careers or higher education. To CTE, STEM integrates academic and technical skills through applied learning. The arts community sees STEM as opportunities for arts integration and careers in creative industries. Emerging K-12 STEM practice emphasizes interdisciplinary, applied, and project-based learning to engage more students and cultivate innovation.
The document discusses STEM education practices in K-12 schools. It describes STEM as an acronym for science, technology, engineering, and mathematics and notes that STEM has many meanings in theory and practice. It then summarizes different perspectives on STEM practice from the academic community, career and technical education community, and arts community. A key point is that emerging STEM practices in U.S. schools emphasize a pedagogical shift towards more applied and interdisciplinary learning.
Emerging Technologies Encore: STEM: Mainstreaming Career and Technical Educa...Jim "Brodie" Brazell
Presenter: Jim Brazell, Technology Forecaster, Public Speaker, and Strategist, Radical Platypus group and the Thornburg Center for Professional Development.
Fueled by Washington’s focus on STEM (science, technology, engineering and math) and U.S. competitiveness, Career and Technical Education (CTE) is emerging as a platform for systemic education reform. Attend this session to learn about trends in emerging technologies driving workforce and educational change in high schools, community colleges and universities. Learn about the key requirement for multi-skill technicians and technologists in diverse industries including green energy, manufacturing, cyber security, digital media, construction, home technology integration, healthcare and science and technology research and development. This interactive lecture and discussion about CTE-based educational transformation will include topics such as: Science, Technology, Engineering and Mathematics (STEM); Career and Technical Education (CTE); STEAM (STEM and Arts Integration); Cyber Security; Mechatronics; Robotics; Information Technology; Serious Games; and Modeling, Simulation and Training.
Colloquium the ' A' in steam - Adding in the Arts - Prajwal Bhattarai - NepalPrajwal Bhattarai
This document discusses the importance of integrating arts into STEM education to create STEAM. It begins with an introduction from Prajwal Bhattarai, an academic activist from Nepal. It then discusses how the COVID-19 pandemic has impacted academics. The document explains that STEAM aims to encourage students' interest in STEM subjects from an early age through integrating arts. It notes that the "A" in STEAM is important as it drives academic achievement, improves decision-making, refines creativity, and encourages holistic learning. However, some argue that adding arts takes away from other subjects or that art should stand alone. The document concludes by stating that adding arts, like using materials for crafts, reminds us to think
STEM 2.0: Transformational Thinking About STEM for School Leaders, January 15...Jim "Brodie" Brazell
National School Boards Association
Meet the Experts brings the nation’s leading thinkers on cutting-edge innovations and trends in education to the home, desktop and board room of America’s school boards. During live webinar broadcasts, board members can interact with leading speakers and thinkers who are changing the educational landscape in our country today. The online library of Meet the Experts Archived presentations will provide access to insights on education innovation 24/7. This exclusive resource will Includes 8-10 web broadcasts annually which are available to the board, superintendent and staff of subscribing districts.
STEM 2.0: Transformational Thinking About STEM for School Leaders
Join technology forecaster and international consultant Jim Brazell as he offers a conceptual framework designed to help school board members understand STEM as it relates to educational transformation through innovation. Hear about successful districts and model programs that have embraced STEM and get a glimpse of the emerging trends that should inform the nature of any district’s future STEM strategies. Gain a deeper understanding of how these innovative STEM programs are transforming learning, impacting future careers, and contributing to economic development in their communities.
The document discusses how games can support learning and why they are a natural fit. It summarizes that games incorporate many elements of instructional design theories even if not intentionally. It also discusses how serious games are being used in fields like science, health, and training.
Digital games can provide a form of "hard fun" that engages students and fosters higher-order thinking skills. An education professor advocates allowing video games in schools to help tech-savvy students learn. Several educational philosophers dating back to Plutarch supported active and relevant learning through social interaction, similar to video games. Creating digital games allows students to develop important cognitive, metacognitive, and affective skills in a challenging context.
The document discusses STEM education practices in K-12 schools. It defines STEM as an acronym for science, technology, engineering, and mathematics. It states that STEM practice in schools is widely varied and typically designed to improve math and science outcomes and prepare students for STEM careers. It provides perspectives on STEM from different education communities, including improving academic standards, applying learning through career and technical education courses, integrating arts, and using interdisciplinary teaching approaches. The document advocates for a holistic, student-centered approach to STEM education.
The document discusses the implications of STEM education for K-12 schools and school board leaders. It argues that STEM is as fundamental to 21st century education as the humanities were in the 20th century. Emerging K-12 STEM practice emphasizes applied, hands-on learning in addition to traditional academics. This pedagogical shift integrates subjects like engineering, computer science, and career technical education with liberal arts. The document provides examples of STEM programs from schools around the world and argues that STEM must be adapted to local cultures and communities to be effective.
National School Boards Association, STEM 2.0: Transformational Thinking About...Jim "Brodie" Brazell
STEM 2.0: Transformational Thinking About STEM for School Leaders
Join technology forecaster and international consultant Jim Brazell as he offers a conceptual framework designed to help school board members understand STEM as it relates to educational transformation through innovation. Hear about successful districts and model programs that have embraced STEM and get a glimpse of the emerging trends that should inform the nature of any district’s future STEM strategies. Gain a deeper understanding of how these innovative STEM programs are transforming learning, impacting future careers, and contributing to economic development in their communities. Recorded Wednesday, January 15, 2014 - See more at: http://www.nsba.org/Services/National-Connection/Meet-the-Experts#sthash.MRtQSFdI.dpuf
Meet the Experts brings the nation’s leading thinkers on cutting-edge innovations and trends in education to the home, desktop and board room of America’s school boards. During live webinar broadcasts, board members can interact with leading speakers and thinkers who are changing the educational landscape in our country today. The online library of Meet the Experts Archived presentations will provide access to insights on education innovation 24/7. This exclusive resource will Includes 8-10 web broadcasts annually which are available to the board, superintendent and staff of subscribing districts.
- See more at: http://www.nsba.org/Services/National-Connection/Meet-the-Experts#sthash.MRtQSFdI.dpuf
What is STEAM education? - Blix RobotixBlix Robotix
We are hearing a lot about STEAM education these days. What exactly is it? What is the importance of STEAM education in my child’s education? These are the questions that arise in our minds if we don’t know what STEAM education is.
MEGT Personalized Learning October 2015Brian Housand
Brian Housand, Ph.D.
brianhousand.com
@brianhousand
Utilizing Technology to Construct Personalized Learning Experiences
Since the dawn of the computer revolution, the promise of PERSONAL Computing has been ever present. Yet, when we simply leave students to their own devices, technology can serve to depersonalize their experiences. This is especially true of their educational experiences. Meanwhile, as teachers we struggle to effectively manage truly differentiated learning environments. However, this need not be the case. Together, we will explore the possibilities and potential afforded by today’s technology and empower you to utilize technology resources to make learning personal, meaningful, and differentiated for today’s connected students.
The Art, Robotics and Technology for Youth (ARTY) robot parade will take place on July 17th at 10:30am at Canisius College Science Hall in Buffalo, NY. The parade will showcase robots designed and built by middle school students ages 9-12 over the course of a week-long robotics workshop. The workshop is a collaboration between the University at Buffalo's Techne Institute, Canisius College, and AT&T, and is designed to attract underrepresented groups to STEM fields using an innovative curriculum focused on creativity, problem solving, and aesthetics rather than competition. New York State Senator Timothy M. Kennedy will address students and present certificates at the conclusion of the parade.
The Works is a hands-on science museum in Edina, Minnesota that aims to inspire interest in STEM fields through interactive exhibits and educational programs. It seeks to prepare children for careers involving science, technology, engineering and math. The museum has over 40 hands-on exhibits and offers field trips, workshops, summer camps and professional development programs to teach STEM concepts in a fun, engaging manner. It strives to make engineering accessible and reach underrepresented groups to address the declining number of students entering engineering fields.
This document discusses how technology is changing the way students learn and identifies gaps between formal education and students' online learning experiences. It notes that students are parallel processors accustomed to random access of information and prefer visuals, gaming, and teaching themselves. The document calls for education systems to shift focus from content delivery to context, participation, co-creation, and developing skills like collaboration, creativity, and problem-solving to prepare students for future careers. It advocates experimenting with new pedagogical approaches centered on themes like improvisation, imagination, and interaction to better engage today's students.
I propose an option for facilitating STEM programming differently to bring out innovation and creativity, but still meet rigorous science and math academic standards, as STEM programs were intended to accomplish.
2. Out of Our Minds:
Learning to be Creative
STEAM Point:
A Guide to Integrating Science, Technology, Engineering,
the Arts and Mathematics through Common Core
Reading List:
4. What Education Could Be:
Dayton Regional STEM school in Kettering, Ohio. Student work that combines arts and STEM teaching is displayed throughout the building.
http://www.edweek.org/ew/articles/2011/12/01/13steam_ep.h31.html
5. What Education Could Be:
Kentucky Country Day School’s Fab Lab for STEAM. http://www.lvl1.org/2013/01/17/kcd-developing-fab-lab-for-steam/
15. Consequences of Not Using STEAM:
http://www.ibelieveinadv.com/wp-content/uploads/2012/02/You_Move_English_School__Factory_1_ibelieveinadv.jpg
http://us.123rf.com/400wm/400/400/lightwise/lightwise1109/lightwise110900062/10503694-unemployment-and-lack-of-jobs-symbol-represented-by-text-and-a-downward-pointing-arrow-showing-the-s.jpg
http://bauchichronicles.files.wordpress.com/2012/08/20120812-194517.jpg
16. Computers and the Internet
http://dunetimpact.org/wp-content/uploads/2012/12/cropped-Internet-Technology1.jpg
17. Consequences of Not Using STEAM:
“While there is plenty of research that showcases
the merits of both STEM and Arts Integration
as ways to both engage our students and
prepare them for the unique challenges in this
rapidly changing world, the majority of schools
either do not use these ideas or only do so at
the most minimal of levels.”
- Susan M. Riley, Steam Point
18. Wiley H. Bates Middle
School
Students surpassing standards
in reading has gone from 73%
to 81%
Students surpassing standards
in Math has gone from 62% to
77%.
Disciplinary problems have
decreased by 23%.
http://cdn4.edutopia.org/images/graphics/stw-bates-
research.gif
STEAM Powered Schools:
19. What e can learn from these new models
Growth in three areas:
1. Social skills
2. Academic skills
3. 21st Century skills
http://bloximages.chicago2.vip.townnewws.com/capitalgazette.com/content/tncms/assets/v3/editorial/4/88/48807ea7-5531-59bd-922a-e6a65b4f57f2/510841f248d8d.preview-300.jpg
http://3.bp.blogspot.com/-jaVktl7sDJ0/Te5WBGMvYHI/AAAAAAAAA4A/36VuE0fnEOY/s1600/Wellness+under+the+tent.JPG
http://2.bp.blogspot.com/-QjqJsgcze8I/T7_DNYv9tbI/AAAAAAAAABU/v4TrEOssuvE/s1600/AMM_BOA_1.JPG
20. Schools of the past
http://3.bp.blogspot.com/-aij1fwIvqEE/Ty6E6RuNRlI/AAAAAAAAAus/8so1zHzyAqs/s1600/old+school.JPG
24. STEAM Lesson Plans:
Writing + Visual Art
Have students study a famous
photograph by Dorothea Lange, and
create a story about the people in the
photograph.
Then, have them draw an invention
that one of the children in the
photograph could have created. The
students can photograph their
drawings and upload them to an
online gallery.
25. STEAM Lesson Plans:
Math + Music
Allow students to learn about
patterns by playing a set of
Boomwackers.
Give the students cards that match
the colors of the Boomwacker tubes
on one side and contain numbers on
the other side. They will listen to
how the different patterns create
different sounds.
26. STEAM Lesson Plans:
STEM + Visual Art
Have students study advertisements
for popular cell phones.
Then, allow the students to research
which phone works better for their
favorite app, and create an infographic
showing what they learned.
Finally, they can create a marketing
campaign and advertisement for their
favorite phone.
27. STEAM Lesson Plans:
Reading + Math + Visual Art
Have students look at artwork by
Betty Hawley Kelso and create an “I
see, I think, I wonder” chart.
Then, have them do the same activity
with Shape Poetry.
After studying the artwork and
poetry, students can create their own
art and poems.
28. Education Lacks STEAM
Academic work focuses on
certain sorts of verbal and
mathematical reasoning: on
writing factual and critical
essays, verbal discussions and
mathematical analysis. But if
human intelligence was
limited to them, most of
human culture would never
have happened.
http://www.fulton.dubuque.k12.ia.us/2011_2012_PICS/JAN_
2012/worst-inventions.jpg
29. Lack of STEAM
There would be a lot of analysis but not much action
They would have written about it, but not actually constructed the
thing.
http://images.yourdictionary.com/images/science/ASsteam.jpg
http://www.columbiariverimages.com/Images/SPS700_steam_engine_2005.jpg
30. Full STEAM Ahead:
“Promoting creativity systematically
in schools is about transforming the
culture of education as a whole.”
“A creative culture in schools
depends on re-energizing the
creative abilities of teachers.”
“The principal role of a creative
leader is not to have all the ideas; it
is to nurture a culture where
everyone can have new ideas.”
- Sir Ken Robinson, Out of Our Minds
31. Full STEAM Ahead:
STEAM gives color and meaning to each subject and
when done in a purposeful way creates the music of
learning. http://www.asme.org/getmedia/21b4b205-bd27-464f-8b7e-3663e85f1b06/Teaching_Basic_STEM_Becomes_Hip-
K12_Students-hero.jpg.aspx?width=456
32. References
Bequette, J. W. (2012). A Place for ART and DESIGN Education in the STEM Conversation. Art Education, 40-47.
Dierking, L. D. (2010). A Comprehensive Approach to Fostering the Next Generation of Science, Technology, Engineering, and Mathematics (STEM) Education Leaders. The New
Educator, 297-309.
Hardiman, M. M. (2009). Neuroeducation: Learning, art, and the brain. New York: Dana Press.
Kamen, J. &. (2012, November 13). STEM to STEAM: Art is key to building a strong economy. Retrieved from The Huffington Post: http://www.huffingtonpost.com/jon-kamen/stem-to-
steam-art-is-key-_b_2123099.html
Pomeroy, S. R. (2012, August 22). From STEM to STEAM: Science and Art Go Hand-in-Hand. Retrieved from Scientific American: http://blogs.scientificamerican.com/guest-
blog/2012/08/22/from-stem-to-steam-science-and-the-arts-go-hand-in-hand/
Riley, S. M. (2012). STEAM point: A guide to integrating science, technology, engineering, the arts and mathematics through common core. Westminster, MD: Education Closet.
Robinson, K. (2011). Out of Our Minds: Learning to be creative. West Sussex, UK: Capstone Publishing Ltd.
Sousa, D.A. (2013). From STEM to STEAM: Using Brain-Compatible Strategies to Integrate the Arts. California: Corwin.
Storksdieck, M. (2011, April 1). STEM or STEAM? Retrieved from Science Blogs: http://scienceblogs.com/art_of_science_learning/2011/04/01/stem-or-steam/
Vega, V. (2012, August 29). A Research-Based Approach to Arts Integration. Retrieved from Edutopia: http://www.edutopia.org/stw-arts-integration-research
White, H. (2010). Our Education System is not so much “Broken” – as it is Totally Outdated! Retrieved from STEAM not STEM: http://steam-notstem.com/articles/our-education-system-
is-not-so-much-broken-as-it-is-totally-outdated/
Yakman, G. (2008, March). STEAM Education: An overview of creating a model of integrative education. Retrieved from STEAMedu:
http://www.steamedu.com/2088_PATT_Publication.pdf
Zoller, U. (2011). Science and Technology Education in the STES Context in Primary Schools: What Should It Take? Jouirnal of Science Education and Technology, 444-453.
Editor's Notes
Brief introductions
Introduce books
Describe current education trends and why it's not ideal. Explain cons of current education trends. Out of Our Minds (Kindle Location 1250 of 6198) There is a hierarchy of disciplines in school, “at the top are mathematics, languages and sciences; some way down are the humanities – history, geography and social studies – and physical education; at the bottom are the arts.”Out of Our Minds (Kindle Location 4643 of 6198): Science, history or mathematics are seen as academic subjects; and art, music or drama as non-academic. The idea of “subjects” is problematic because it segregates areas of the curriculum because they deal with different content.Out of Our Minds (Kindle Location 4667 of 6198): “One of the consequences of standardization is that the curriculum has become increasingly narrow. A narrow, unbalanced curriculum will lead to a narrow, unbalanced education.”
Describe what schools could be once they’ve adopted STEAM. Highlight the great points of STEAM / creativity in schools.
Describe what schools could be once they’ve adopted STEAM. Highlight the great points of STEAM / creativity in schools.
“Before we talk about the importance of incorporating STEAM in schools, we need to take a deeper look at what makes STEAM. STEAM is a framework for teaching across the disciplines. As Georgette Yakman, the creator of STEAMedu.com, explains, STEAM is Science and Technology interpreted through Engineering and the Arts, all based in Mathematical elements.”
“STEAM originated as STEM before the Arts were included. STEM is comprised of Science, Technology, Engineering, and Mathematics. Traditionally, in STEM education, each field was taught individually while including elements of the others in their standards and practices. More recently, there has been a trend in integrating the four subjects.”
Science includes Biology, Biochemistry, Chemistry, Geosciences, Inquiry, Physics, Space,Biotechnology & Biomedical
Technology includes Agricultural, Construction, Communication, Information, Manufacturing, Medical, Power & Energy, Production and Transportation.
Engineering includes Aerospace, Agricultural, Architectural, Chemical, Civil, Computer, Electrical, Environmental, Fluid, Industrial & Systems, Materials, Mechanical, Naval and Ocean.
Mathematics includes Algebra, Calculus, Communication, Data Analysis & Probability, Geometry, Numbers & Operations, Problem Solving, Reason & Proof, Theory and Trigonometry
“The Arts, which includes Fine Arts (such as Visual Arts and Music), Language & Liberal, Motor and Physical (such as Dance), was added to allow students to gain a richer learning experience. The Arts in STEAM also include Education, History, Philosophy, Politics, Psychology, Sociology, Theology & many more subjects.”
Science and Technology are used in Engineering for research and development. To develop something in Engineering you have to understand the Arts and Mathematics.
p.22, Out of our Minds : In the 18th Century, “ James Watt refined the STEAM engine. It enabled vast movements of humanity at speeds that were never thought possible. Since then the curve of change has climbed vertically.” Since the 1800 we have been using and education system that produces “products” that were designed to succeed in the industrial age. They all are expected to follow the same mold, and way of thinking. Since the 1800s we have been using an education system based on developing “products” that were designed to succeed in the industrial age,so it would be reasonable to expect the products to be “from the same mold” (Harvey White: Our Education is not so much broken- as it is totally outdated).
Todays students are “bored out of their minds” because we are not engaging them with tools that they use everyday. They see no relevance in what they are learning and get little to no opportunity to apply and create. This lack will lead them to be unprepared for the new economies and new jobs that will be available in the future. (Harvey White, wrote a paper: Our Education system is not so much borken—as it is totally outdated) He states that our test scores, according to PISA, already indicate that our students are scoring average in stating facts but even lower in problem solving abilities. Emerging and developing countries are investing heavily in education and technology. China will soon have more PhDs and highly educated scientists than the US. Since we cannot compete numerically, we must have the best skilled, most innovatively trained graduates. Businesses are now demanding skills of collaboration, innovation and problem solving abilities. “Our “drill-and-kill” teaching style will no longer be effective to produce a workforce ready for the future. We need to move to a Problem-based learning approach.” The future economic cost of not having a whole brain education system that fosters creativity and innovation is immense”.“This refocusing of the k-12 education system is not just a “nice to have” item---it is an economic imperative like the Sputnik challenge, it is a race for the future –the winners will reap great rewards.”
Clinton’s former Secretary of Education stated, “ The jobs in the greatest demand in the future don’t yet exist and require workers to use technologies that have no yet been invented to solve problems that we don’t yet even know are problems.”
In most schools, each STEM subject is taught individually with little to no integration of other subjects. It leads to students thinking of knowledge as disjointed with application only in that field. Even if a teacher feels uncomfortable connecting the STEM subjects, including the Arts in their particular subject would at least make it interesting and show students how that subject can be applied outside the realm of school.
(Provide examples and data from specific schools and programs using STEAM / creativity. Talk about how we can use these schools as models for current education - what can we learn from these schools?)1. Arts education was integrated into the Wiley H. Bates Middle School, in Annapolis, Maryland as part of improving the school in 2008. Results in 2009: Percent of students achieving or surpassing standards in reading has gone from 73% to 81%. Percent of students achieving or surpassing standards in math has gone from 62% to 77%. Disciplinary problems have decreased 23%. 2. In comparing the scores of students in grades 6-8 across the state of Maryland:Percent of students’ proficient or advanced in reading has grown 12 times faster at Bates as compared to the rest of the state.Percent of students’ proficient or advanced in math has grown 4 times faster at Bates as compared to the rest of the state.Science achievement is ahead of the state from 2009 to 2011.
Talk about the self confidence boosts, using all parts of the brain. Academic: problem solving, interdisciplinary connections21st Century skills: Higher order thinking, creativity, collaborationAdvantages of including the Arts (Neuroeducation:Learning, arts and the brain) ----- Social skillsIt boosts the self confidence of a child.Develops a sense of accomplishment when a child completes a project that he/she likes.It uses all parts of the Brain.Verbal products use the temporal cortex in the left hemisphere.Schematic products rely on the parietal cortex in the right hemisphere.Procedural products rely on the neuronal clusters in the premotor cortex, cerebellum, and basal gangliaProvides youth with values that they feel warrant consistent loyalty.Generates a spirit of cooperation.Allows children to express feelings and conflicts that cannot be expressed in words. Advantages of including the Arts (Resource #7) ---21st Century SkillsReasoning: “What makes you say that?” Cite evidence.Perspective-taking: Understand diverse perspectives and ways to approach problems.Questioning and investigating: Why?, How?, When?, What if?Observing and describing: describe, elaborate, and imagination.Comparing and connecting new ideas to prior knowledge: connecting, extending and /or challenging core ideas.Finding complexity: “What are the different layers and pieces?” “What are the insights in a topic?” “what are its parts and purposes?”
Describe how they were forward facing and information was given from authority figures.In the past Information was only accessible to the people in authority (Politicians, business leaders, teachers) and it was to be used by those under them. From the late 1800 to the late 1900, this model lead the country to become the world’s economic leader and it guaranteed jobs to new graduates. The top down model of power worked well for the times in which information was not readily accessible, but with the advent of computers and the internet the structure of world economies has changed.
(Describe current classes/subjects in schools - talk about how they're disjointed and lack real-world applications. )
Our schools need to teach “not how to find the facts but rather what to do with them”. “ we need to teach how to deal with ambiguities and nuances—how to think creatively and how to construct or deal with abstract issues. These are the skills that build a base for creativity and teach innovation.”“The whole brain is needed to teach creativity and innovation. Robert Root-Bernstein a biochemist and MacArthur prizewinner did a study of 150 biographies of eminent scientists, from Pasteur to Einstein, in the 1990’s. He found that nearly all the great inventors and scientists were also musicians, artists, writers, or poets. Galileo was a poet and literary critic. Einstein was a student of the violin. Devinci was a painter, sculptor, architect, musician. “p.49 (Out of our Minds) Picasso said: All children are born artists: the problem is to remain an artist as we grow up. p.257(Out of our Minds): Creativity is not only about the arts. Work in the arts can be highly creative but so can work in anything that involves intelligence.(Resource 3)
(STEAM can connect learning throughout different subjects. Give specific examples how to include STEAM in each subject area – lesson plans) p.212 (Out of our Minds): Creativity is about making connections and more often than not, it is driven by collaboration as much as, if not more than, by solo efforts. “Dr. Brinkley, the former Provost of Columbia, wrote that the left side of the brain is the logical side and supports the learning of facts and deducing logical answers while the right side deals with perceptual thinking and supports creative and instinctive thinking. The sciences and technology aspire to clean, clear answers to problems and the humanities address ambiguity, doubt and skepticism. Carl Sagan wrote: “ It is the tension between creativity and skepticism that has produced the stunning unexpected findings of science.”It is this sense of questioning” how to do it better” that has lead to innovations in many fields. An example is the art of communication ,or getting the message out ( Out of our Minds): Started with writing --Printing press--Telephone--Radio--TV--Fax--Personal Computer--World Wide Web--Internet--Social Networking--Web 2.0
(STEAM can connect learning throughout different subjects. Give specific examples how to include STEAM in each subject area – lesson plans)We can take a poll at this point:
(STEAM can connect learning throughout different subjects. Give specific examples how to include STEAM in each subject area – lesson plans)
(STEAM can connect learning throughout different subjects. Give specific examples how to include STEAM in each subject area – lesson plans)
(STEAM can connect learning throughout different subjects. Give specific examples how to include STEAM in each subject area – lesson plans)
(Go back to briefly highlighting specific problems with current education – to remind viewers why we need to upgrade to STEAM.) Perhaps a quote from Out oCreativity—draws on critical judgment as well as imagination, intuition and gut feelings.(out of Our Minds) P. 154( Out of our Minds) Evaluating which ideas work and which don’t, involves judgment and critical thinking. This can happen throughout the creative process and can involve standing back in quiet reflection. Evaluation can be individual or shared, involve instant judgments or long-term testing. In most creative work there are many shifts between these modes of thought.
If all you had was academic ability, you couldn’t have got out of bed this morning, because there wouldn’t have been a bed for you to get out of. Nobody could have made one for you to get out of. The steam engine would have only been an idea.
Out of Our Minds (Kindle Location 3808, 4245, and 4578 of 6198)
Describe how education will look once we adopt these ideas of STEAM and creativity in education. (From Steam Point. P.7) Teaching STEM with the Arts can help students make natural connections between disciplines to foster the thinking and creativity that are necessary in the 21st Century. “making these purposeful connections enables all skills, processes, and subjects to be strengthened and students gain a richer learning experience. It is the STEAM POINT: each subject can stand alone, but when they are added together in a precise way, they make music together.”