STEAM is a way to take
the benefits of STEM education in Epping and complete the package by integrating these principles in and through the arts.
Much has been proclaimed about the need for more STEM
“programs” in our schools. The logic is
simple: the wave of future economic prosperity
lies in a workforce that is well-versed
in rising job markets like science, technology, engineering and math. Thus, there has been an increased investment in STEM initiatives in schools. This includes (but is not limited
to):
- providing mobile
devices for students (sometimes in the forms of computer labs, and other times in the form of 1:1 – a single device for each student)
- after-school STEM clubs or programs
- STEM curriculum, where projects using STEM practices are embedded
- BYOD
initiatives (bring your own device)
- STEM days to encourage
hands-on exploration within each of these disciplines
- robotic programs
While these initiatives are a wonderful start into the exploration of these four areas of study, the
critical process of creativity and innovation is missing. Students in STEM programs may have more experiential learning
opportunities, but they are limited to only science, technology, engineering and math. Our economy requires so much more than an understanding of these areas – it
requires application, creation and ingenuity. STEM alone does not foster these essential nutrients.
STEAM removes limitations and replaces them with wonder, critique, inquiry, and innovation
STEAM takes STEM to the next level: it allows
students to connect their learning in these critical
areas together with arts
practices, elements, design principles, and standards
to provide the whole pallet of learning at their disposal.
- Collaborative planning, including a cross-section of teachers on each team
- Adjusting scheduling to accommodate a new way of teaching and learning
- Professional development for all staff in STEAM practices and principles
- STEAM schema-mapping for the curriculum and assessment design process
- Alignment and unpacking of standards and assessments
- Seamless lesson implementation processes and strategies
STEAM removes limitations and replaces them with wonder, critique, inquiry, and innovation
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