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Emily

This document discusses STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. STEAM aims to foster innovation through divergent and convergent thinking by integrating different subjects like visual arts with math and science. Benefits of STEAM-based instruction include opportunities for collaboration, hands-on learning, and encouraging critical thinking. Programs discussed include Euro-STEAM, which creates STEAM educators and resources, and the Australian Curriculum Symposium on cross-curricular learning opportunities. STEAM learning is used throughout K-12, with many STEM college students deciding on their field in high school or earlier.

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0% found this document useful (0 votes)
107 views9 pages

Emily

This document discusses STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. STEAM aims to foster innovation through divergent and convergent thinking by integrating different subjects like visual arts with math and science. Benefits of STEAM-based instruction include opportunities for collaboration, hands-on learning, and encouraging critical thinking. Programs discussed include Euro-STEAM, which creates STEAM educators and resources, and the Australian Curriculum Symposium on cross-curricular learning opportunities. STEAM learning is used throughout K-12, with many STEM college students deciding on their field in high school or earlier.

Uploaded by

api-488522333
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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STEAM Learning

By: Erich Hegenbart, Carly Nycz, Emily Byrnes, Kaela Newton


1
What is STEAM Learning?

Science, Technology, Engineering, Arts, and Mathematics.


Main themes of STEAM:
• -Fostering innovation
• -The need for twenty-first century skills
• -Divergent and convergent thinking

2
Horizon Report Statistics

3
Classroom Usage
• Implementing integrative projects
- Connecting students with peers from other states and countries

• Interconnecting different subjects


-Integrating the visual arts with math and science

4
Benefits of STEAM-based instruction

● Opportunities for students to collaborate


● Hands-on learning experiences
● Encourages critical thinking
● Exposes girls to STEAM fields

5
Euro-STEAM
● Creating more STEAM educators
● Providing open resources, tools, and face-to-face training opportunities
● Helping to promote teachers creativity throughout all subjects

6
The Australian Curriculum Symposium
 STEM, STEAM, and the Humanities and Social Sciences.
● Cross-Curricular Learning Opportunities
● Workshop Topics:
○ -New School Museum Learning
○ -Teaching Creativity

7
Age Level Most Dominant
• Used throughout K-12 learning.

• 4 in 5 STEM college students say they decided to study STEM in high


school or earlier.

• 1 in 5 decided in middle school or earlier

8
Works Cited
Horizon Report: K-12 Edition, 2009-2017. (n.d.). Retrieved from
https://library.educause.edu/resources/2017/12/horizon-report-k-12-edition-2009-
2017

[email protected]. (2019, May 15). (n.d.). The Movement Towards a


STEAM Education in Schools. Retrieved from
https://onlinedegrees.sandiego.edu/steam-education-in-schools/

The Benefits of Teaching STEAM Lessons. (2019, January 24). Retrieved from
https://education.cu-portland.edu/blog/classroom-resources/benefits-of-teaching-
steam/

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