STEAM Teaching and Learning Through the Arts and Design

STEAM Teaching and Learning Through the Arts and Design
Author: Debrah C. Sickler-Voigt
Publsiher: Taylor & Francis
Total Pages: 202
Release: 2023-04-11
Genre: Education
ISBN: 9781000857573

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In this book, award-winning art educator Debrah C. Sickler-Voigt offers user-friendly, approachable strategies for STEAM planning, instruction, and assessment to help cultivate PK-12 students’ full potential, and draws from wide-ranging artists and designers to help you develop inspired, creative approaches to teaching STEAM in your classroom. Beginning with the basics and best practices of STEAM planning, instruction, and assessment, Sickler-Voigt then encourages readers to move full steam ahead with chapters based around diverse contemporary and historical artists and designers. In helping you to explore the interdisciplinary connections between Science, Technology, Engineering, Arts, and Mathematics, Sickler-Voigt identifies strategies to build off from STEM subjects to form authentic, well-designed, and age-appropriate learning tasks that encourage your students to make deep connections and learn subject matter in context through art media and technologies. Each chapter includes flexible, choice-based classroom resources—with tips for adapting to different grade levels—and STEAM amplifiers, which fuse contextual learning on artists and designers with real-world STEAM topics to spark student learning and ignite creative approaches to planning, instruction, and assessment. Featuring 150 visually stunning, full-color images, this book fuses tried-and-true best practices with highly applicable instructional models inspired by artists and STEAM professionals, ideal for PK-12 teachers and STEAM specialists.

STEAM Teaching and Learning Through the Arts and Design

STEAM Teaching and Learning Through the Arts and Design
Author: Debrah C. Sickler-Voigt
Publsiher: Unknown
Total Pages: 0
Release: 2023
Genre: Activity programs in education
ISBN: 1003183697

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"In this book, award-winning art educator Debrah C. Sickler-Voigt offers user-friendly, approachable strategies for STEAM planning, instruction, and assessment to help cultivate PK-12 students' full potential, and draws from wide-ranging artists and designers to help you develop inspired, creative approaches to teaching STEAM in your classroom. Beginning with the basics and best practices of STEAM planning, instruction, and assessment; Sickler-Voigt then encourages readers to move full steam ahead with chapters based around diverse contemporary and historical artists and designers. In helping you to explore the interdisciplinary connections between Science, Technology, Engineering, Arts, and Mathematics; Sickler-Voigt identifies strategies to build off from STEM subjects to form authentic, well-designed, and age-appropriate learning tasks that encourage your students to make deep connections and learn subject matter in context through art media and technologies. Each chapter includes flexible, choice-based classroom resources - with tips for adapting to different grade levels - and STEAM amplifiers, which fuse contextual learning on artists and designers with real-world STEAM topics to spark student learning and ignite creative approaches to planning, instruction, and assessment. Featuring 150 visually-stunning, full-color images, this book fuses tried-and-true best practices with highly-applicable instructional models inspired by artists and STEAM professionals, ideal for PK-12 teachers and STEAM specialists"--

STEAM Education

STEAM Education
Author: Myint Swe Khine,Shaljan Areepattamannil
Publsiher: Springer
Total Pages: 192
Release: 2019-01-30
Genre: Education
ISBN: 9783030040031

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This book looks at the value of integrating the arts and sciences in the school curriculum. It argues that this will help students further their understanding of analytical concepts through the use of creativity. The authors illustrate how schools can work towards presenting common practices, concepts, and content. Coverage features case studies and lessons learned from classrooms across the United States. The notion of STEAM (Science, Technology, Engineering, Arts, and Mathematics) is an emerging discipline unique in its desire to provide a well-rounded approach to education. The chapters of this volume examine STEAM in a variety of settings, from kindergarten to higher education. Readers will learn about the practical considerations involved when introducing the arts and creativity into traditionally left brain processes. This includes best practices for creating and sustaining successful STEAM initiatives in any school, college, or university. For instance, one chapter discusses novel approaches to teach writing with the scientific method in order to help students better present their ideas. The authors also detail how the arts can engage more diverse learners, including students who are not traditionally interested in STEM subjects. They provide three concrete examples of classroom-tested inquiries: designing a prosthetic arm for a child, making a paleontology investigation, and taking a closer look at the arts within roller coaster engineering. This book is an invaluable resource for teachers and teacher trainers, university faculty, researchers, and school administrators. It will also be of interest to science, mathematics, engineering, computer science, information technology, arts and design and technology teachers.

STEAM Power

STEAM Power
Author: Tim Needles
Publsiher: International Society for Technology in Education
Total Pages: 177
Release: 2022-08-18
Genre: Education
ISBN: 9781564848192

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Award-winning artist and educator Tim Needles brings a fresh approach to STEAM topics, focusing on creativity, innovation and collaboration. There are numerous books on STEAM, but most are either arts and crafts project books designed for children or high-level books that can be weighty and inaccessible for new teachers. This accessible and engaging book offers creative ideas for blending arts and STEM learning (STEAM). It covers the fundamentals of STEAM, with project ideas and best practices, while providing insight from educators in the field. Technologies covered include: coding, robotics, 3D printing, virtual and augmented reality, photography, video, animation and digital drawing. In addition, the book addresses several different approaches to bringing STEAM learning to the next level, such as collaboration, global learning, project-based learning, makerspaces and social-emotional learning. The book: • Features a breadth of technology and project possibilities, with project ideas organized by technology type. • Explores long-standing concepts that are relevant regardless of specific advances in technology, providing the pedagogy behind the projects rather than technology for technology’s sake. • Offers a highly visual approach, incorporating photographs and hand-drawn sketchnotes. • Illustrates concepts through author examples as well as a series of interviews featuring STEAM professionals and expert teachers. • Presents topics in a clear, concise manner that's useful for repeated reading and as a practical resource. With its friendly style and visual design, the book is a practical guide for new and emerging educators, and for educators looking for fun and creative ways to invigorate their STEAM curriculum.

Art Design and Science Engineering and Medicine Frontier Collaborations

Art  Design and Science  Engineering and Medicine Frontier Collaborations
Author: The National Academies Keck Futures Initiative
Publsiher: National Academies Press
Total Pages: 121
Release: 2016-08-24
Genre: Political Science
ISBN: 9780309443500

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Science and art were not always two separate entities. Historically, times of great scientific progress occurred during profound movements in art, the two disciplines working together to enrich and expand humanity's understanding of its place in this cosmos. Only recently has a dividing line been drawn, and this seeming dichotomy misses some of the fundamental similarities between the two endeavors. At the National Academies Keck Futures Initiative Conference on Art, Design and Science, Engineering and Medicine Frontier Collaborations: Ideation, Translation, and Realization, participants spent 3 days exploring diverse challenges at the interface of science, engineering, and medicine. They were arranged into Seed Groups that were intentionally diverse, to encourage the generation of new approaches by combining a range of different types of contributions. The teams included creative practitioners from the fields of art, design, communications, science, engineering, and medicine, as well as representatives from private and public funding agencies, universities, businesses, journals, and the science media.

Issues in Art and Design Teaching

Issues in Art and Design Teaching
Author: Nicholas Addison,Lesley Burgess
Publsiher: Psychology Press
Total Pages: 270
Release: 2003
Genre: Art
ISBN: 0415266696

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Arguing for a critical approach to art and design curriculum, this volume draws together a range of ethical and pedagogical issues for trainee and newly qualified teachers of art and design, in both primary and secondary schools.

Challenges and Opportunities for Transforming From STEM to STEAM Education

Challenges and Opportunities for Transforming From STEM to STEAM Education
Author: Thomas, Kelli,Huffman, Douglas
Publsiher: IGI Global
Total Pages: 326
Release: 2020-01-10
Genre: Education
ISBN: 9781799825197

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The addition of the arts to STEM education, now known as STEAM, adds a new dimension to problem-solving within those fields, offering students tools such as imagination and resourcefulness to incorporate into their designs. However, the shift from STEM to STEAM has changed what it means for students to learn within and across these disciplines. Redesigning curricula to include the arts is the next step in preparing students throughout all levels of education. Challenges and Opportunities for Transforming From STEM to STEAM Education is a pivotal reference source that examines the challenges and opportunities presented in redesigning STEM education to include creativity, innovation, and design from the arts including new approaches to STEAM and their practical applications in the classroom. While highlighting topics including curriculum design, teacher preparation, and PreK-20 education, this book is ideally designed for teachers, curriculum developers, instructional designers, deans, museum educators, policymakers, administrators, researchers, academicians, and students.

Cases on Models and Methods for STEAM Education

Cases on Models and Methods for STEAM Education
Author: Bazler, Judith Ann,Van Sickle, Meta Lee
Publsiher: IGI Global
Total Pages: 401
Release: 2019-09-27
Genre: Education
ISBN: 9781522596370

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STEAM education can be described in two ways. One model emphasizes the arts and is not as concerned about the accuracy of the STEM fields. In the second model, STEM content is the prevailing force with a focus on accuracy, and the arts are used in limited and secondary resources for the teaching of the content. However, in order to promote creative thinking, allow for higher student engagement, and offer a more well-rounded education, a STEAM model, where science, technology, engineering, arts, and mathematics are equal contributors to the process of learning, is needed. Cases on Models and Methods for STEAM Education is an important scholarly resource that provides inclusive models and case studies highlighting best techniques and practices for implementing STEAM models in teaching and assists teachers as they learn to use such methods through the inclusion of practical activities for use in the classroom. Highlighting a wide range of topics such as science education, fine arts, and teaching models, this book is essential for educators, administrators, curriculum developers, instructional designers, policymakers, academicians, researchers, and students.