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Converting STEM into STEAM Programs: Methods and Examples from and for Education (Environmental Discourses in Science Education, 5)

✍ Scribed by Arthur J. Stewart (editor), Michael P. Mueller (editor), Deborah J. Tippins (editor)


Publisher
Springer
Year
2020
Tongue
English
Leaves
314
Category
Library

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✦ Synopsis


This book examines the push and pull of factors contributing to and constraining conversion of STEM (science, technology, engineering and math) education programs into STEAM (science, technology, engineering, math and arts) education programs. The chapters in this book offer thought-provoking examples, theory, and suggestions about the advantages, methods and challenges involved in making STEM to STEAM conversions, at levels ranging from K12 through graduate university programs. A large driving force for STEM-to-STEAM conversions is the emerging awareness that the scientific workforce finds itself less than ideally prepared when engaging with so-called ‘wicked problems’ – the complex suite of emerging, multifaceted issues such as global climate change, social injustice, and pandemic diseases. Dealing with these issues requires cross-disciplinary expertise and the ability to insert technical and scientific understanding effectively into areas of public planning and policy.

The different models and possibilities for STEAM, as the next phase of the STEM revolution, laid out in this book will promote research and further our understanding of STEAM as a forward-thinking approach to education.

Gillian Roehrig, STEM Education, University of Minnesota, USA

The ideal teacher sees opportunities for integrating ideas from multiple disciplines into every lesson. This book offers many worthwhile suggestions on how to do that deliberately and systematically

George DeBoer, Project 2061 of the American Association for the Advancement of Science, USA

For the last several years, calls for expanding STEM education have grown, but so too have concerns about technocratic approaches to STEM. This volume challenges the community to consider broader views on STEM by focusing on the place of arts education within this movement. The chapters offer much needed, new perspectives on the (re)integration of the arts and sciences

Troy Sadler, School of Education, University of North Carolina, USA

✦ Table of Contents


Converting STEM into STEAM Programs
Prologue
References
Book Abstract
Contents
About the Editors
From STEM to STEAM: How Can Educators Meet the Challenge?
1 Introduction
2 STEM to STEAM
3 Proving Some Causal Connections: Science via the Arts
4 Creative Thinking and Problem Solving
5 STEAM Instructional Framework
6 STEAM and Educational Reform
References
The Importance of Integrating the Arts into STEM Curriculum
1 STEM Education in the USA
1.1 Investing in STEM
2 STEAM: The What and Why
2.1 The Need for Creativity
2.2 Student Engagement
2.3 Arts Integration and Its Influence on Retention
3 Theory to Practice
3.1 Planning for Success
3.2 Major STEAM Initiatives
4 Conclusion
References
Purposeful Pursuits: Leveraging the Epistemic Practices of the Arts and Sciences
1 Introduction
2 Background and Rationale
2.1 Epistemic Practices in STEM
2.2 Epistemic Practices in the Arts
2.3 STEAM: Intersections Between the Arts and Sciences
3 A Framework for the Intersection of Epistemic Practices in the Arts and Sciences
3.1 Example 1 – STEAM-Rich Tinkering in a Weekly Afterschool Youth Program
3.2 Example 2 – STEAMY Science Engagement at a Music Festival
4 Conclusions
References
Investigating the Complexity of Developing STEAM Curricula for K-8 Students
1 Conceptualizing STEAM: How Do We Avoid Repeating the Past?
2 Positioning Our STEAM Work
3 Professional Development to Inform STEAM Unit Creation
4 A STEAM Education Conceptual Model
5 The Importance of Scenario-Based Teaching in STEAM Instruction: Examples from the Field
5.1 Example 1: Birds of Prey
6 Problem Scenario
7 State Standards
7.1 Science
7.2 English-Language Arts
7.3 Math
7.4 Visual Arts
7.5 Music
8 Daily Activities
8.1 Example 2: DNA STEAM Unit
9 Problem Scenario
9.1 Driving Question
9.2 Elements of STEAM
10 State Standards
11 Daily Activities
12 Discussion
13 Relevant, Problem-Based Scenarios
14 Transdisciplinary Teaching
15 Including the Arts and Humanities
16 Technology Integration
17 Challenges
References
We Need More (than) STEAM: Let’s Go for Life-Wide and Lifelong Education
1 Introduction
2 A Brief History of Curriculum Evolution
3 Hitting on Some Wicked Problems of Schooling
4 An Example of How to Address the Wicked Problem of Schooling
5 Learning While Doing Something Important
References
Using Project-Based Learning to Teach STEAM
1 Introduction
1.1 The Interrelationship of STEAM Subjects in Solving Complex Problems
2 Project-Based Learning
2.1 Experiential Learning
2.2 The Foxfire Experience (2002)
2.3 What Has Project-Based Learning Become Today?
3 Project Versus Problem-Based Learning
3.1 My Place, Your Place, Our Place
4 How PBLs Work in the Classroom
4.1 The Teachers’ Role
4.2 The Student’s Role
4.3 The PBL Classroom
4.4 Benefits of and Outcomes from PBLs in a STEAM Curriculum
5 Research Supporting the PBL Approach
6 How to Structure a PBL to Meet STEAM Objectives
6.1 Topic/Problem/Grade/Length
6.2 Topic Paragraph
6.3 Curriculum Standards
6.4 PBL (Learning) Objectives in the Context of STEAM
6.5 Guiding Questions
6.6 Product Specification
6.7 Resources
6.8 Student Assessment Rubrics
6.9 In Closing
References
How to Structure Project-Based Learning to Meet STEAM Objectives
1 Introduction
2 Topic/Problem/Grade/Time
3 Topic Paragraph
4 Curriculum Standards
5 PBL (Learning) Objectives in the Context of STEAM
6 Guiding Questions
7 Product Specification
8 Resources
9 Student Assessment Rubrics
9.1 Stick Bridge Product: Performance Rubric
9.2 What to Do Next
10 PBL Example for Middle School STEAM Curriculum
10.1 Assessment Rubrics
References
STEM School Websites Using PBL
Enhancing STEAM Education Through Cultivating Students’ Savoring Capacity
1 Savoring and Creativity
2 Savoring and Creative Self-Efficacy
3 STEAM Educational Environment and Support for Creativity
4 Multiple-Mediation Effects of Savoring
4.1 Purpose
4.2 Study Design and Methods
4.2.1 Scope
4.2.2 Measures
4.2.3 Statistical analysis
4.3 Results
5 Moderated Mediatory Effects of Perceived School Support for Creativity
5.1 Purpose
5.2 Study Design and Methods
5.2.1 Scope
5.2.2 Measures
5.2.3 Statistical analysis
5.3 Results
6 Theory and Practical Implications
References
Science, Youth, and Integration: The Quest for Mindfulness Through Birding
1 Introduction
References
The Role of STEAM in a Sustainable World
1 Introduction
2 Sustainability, in Principle and Practice
3 A Sustainable World
4 STEAM Education for a Sustainable World
5 UC Berkeley Vertical Garden
6 Undocuversity
7 Looking Ahead
References
Transgressing the Disciplines Using Science as a Meeting Place: The Science, Art and Writing Initiative
1 The Origins of the SAW Initiative
2 Using SAW to Explore a Major Societal Challenge: Control of Infectious Diseases
2.1 The Images
2.2 The Projects
3 The Children’s Responses
3.1 Poetry
3.2 Artwork
3.3 What the Children Said
4 The Impact of SAW
4.1 What the Teachers Say
4.2 What the Scientists Say
4.3 Science as Inspiration for Experience Writers and Artists
References
Links to Scientific Images Illustrating Research on Control of Infectious Disease at the NRP Image Library
Artistic Ways of Knowing: Thinking Like an Artist in the STEAM Classroom
1 Introduction
2 The Arts: An Overview and Rationale for the “A” in STEAM
3 STEAM Is Rising
3.1 Early Childhood: A Natural!
3.2 K-12 Schools and Programs
3.3 STEAM University Research
4 Artistic Ways of Knowing and STEAM
4.1 Perceptual Awareness and Discrimination
4.2 Metaperception
4.3 Creative Interpretation
4.4 Dynamic of Behavior and Performance/Product
4.5 Critiquing
References
Putting the STEAM in the River: Potential Transformative Roles of Science, Technology, Engineering, Arts, and Mathematics in School District Culture, Organization, Systems, and Learning Environments
1 Introduction
2 Using an Ethnographic Perspective in Order to Take an Inquiry Stance
3 A 5-Year Inquiry Process: A Case Study
3.1 Key Leader as Catalyst
3.2 Vision, Mission, and Goals Statements
3.3 Catalytic Patterns of Practice/Processes
3.4 Why STEAM in the Context of a Culture of Inquiry?
4 Conclusions
References
Emerging Scenarios to Enhance Creativity in Smart Cities Through STEAM Education and the Gradual Immersion Method
1 Introduction
1.1 Challenges for the Twenty-First-Century Citizens
2 Scenario 1: Competence-Driven Learning Through Makerspaces, Remote Robotics, and Interactive Museums
2.1 Makerspaces
2.1.1 Digital Fabrication Laboratories in Mexico
2.1.2 The EspaceLab of Quebec
2.1.3 The Project #SmartCityMaker
2.1.4 #R2T2 Remote Robotics
3 The Gradual Immersion Method for Enhancing Creativity and Collaboration
3.1 Applying GIM to “Creating Surreal Expressions”
3.2 Module I: Familiarization with Surrealist Works
3.3 Module II: Creating Surreal Expressions with Augmented Reality
3.4 Module III: Exhibition of Surrealist Expressions
3.5 Learnings from the Co-creative Experience
4 Scenario 2: GIM-Based Co-creative Proposal for Smart City Habitats
4.1 Module I: Familiarize Students with Smart City Concepts
4.1.1 Reflecting
4.1.2 Exploring
4.1.3 Linking
4.1.4 Reusing
4.1.5 Completing
4.2 Module II: Digital Creation of Habitat in the Smart City
4.3 Module III: Exhibition of Augmented Reality Creations for the Smart City
4.4 Expectations About Co-creation for Smart Cities Based on GIM
References
Applying Gradual Immersion Method to Chemistry: Identification of Chemical Bonds
1 Typical Issues on Teaching Chemistry
2 Augmented Reality and Educational Possibilities
3 The Gradual Immersion Method
3.1 Module I: Becoming Familiar with Chemical Bonds
3.2 Module II: Creating Contextualized Chemical Bonds
3.3 Module III: Displaying Chemical Bond Routes
4 Learnings from the Co-creative Experience
5 Creativity Competency
6 Collaboration Competency
7 Computational-Thinking Competency
8 Learning of Chemical Bonds
9 User Experience and Recommendations
10 Conclusions
11 Future Plans
References
From Conceptualization to Implementation: STEAM Education in Korea
1 Introduction
2 Overview and Specific Directions of STEAM in Korea
3 STEAM, Creative Design, and Problem-Based Learning
4 The Importance of the Arts in STEAM: “Emotional Touch” in Problem Solving
5 Theoretical Framework of STEAM in Korea
6 Previous Literature on STEAM in Korea
7 STEAM Addresses the Limitations of Problem-Based Learning
8 Promoting Female Students in STEM/STEAM
9 Effectiveness of STEAM
10 Concluding Remarks About STEAM in Korea
References
Emphasizing Transdisciplinary Prowess in the Evaluation of STEAM Programs
1 Introduction
2 Why Program Evaluation?
2.1 Evaluation Use
2.2 Program Development and Continuous Improvement
2.3 Program Effectiveness
3 Transdisciplinary Knowledge, Skills, and Processes
4 Evidence of Transdisciplinary Prowess
4.1 Communication
4.2 Collaboration
4.3 Critical Thinking
4.4 Creativity
5 In Conclusion
5.1 The Value-Added of Program Evaluation for STEM and STEAM Programs
5.2 Balanced Measurement of Disciplinary and Transdisciplinary Knowledge, Skills, and Processes
5.3 The Transdisciplinary Prowess of the Evaluator
References
STEM Education and the Theft of Futures of Our Youth: Some Questions and Challenges for Educators
1 Introduction
1.1 Question # 1: What Are the Challenges of STEM Education for All Within Contemporary Reform Efforts?
1.2 Question # 2: In What Ways Does STEM/STEAM Continue to Reify Traditional Gender Roles?
1.3 Question # 3: How Can We Conceptualize STEM/STEAM While Maintaining a Focus on Community, Local Knowledge, and a Connection to Place?
1.3.1 Critical Pedagogy
1.3.2 Transdisciplinary Instruction
1.3.3 Student Ownership
1.4 Question # 4: What Role Should Ethics and Morals Have in STEM Education? The Missing “E” and “M” Pieces in STEM Education
1.5 Question # 5: What Is Neoliberalism and Why Is It Relevant to STEM/STEAM Education?
1.5.1 What Is STEAM Art?
1.5.2 STEAM
1.5.3 Some Concluding Thoughts
References
Correction to: Converting STEM into STEAM Programs
Correction to: A. J. Stewart et al. (eds.), Converting STEM into STEAM Programs, Environmental Discourses in Science Education 5, https://doi.org/10.1007/978-3-030-25101-7


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