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VermontSTEAMEducation
EssentialElementsandStrategyGuidelines
April2025
IssuedbytheVermontAgencyofEducationProgram/StudentPathwaysDivision
LEADERSHIP SUPPORT OVERSIGHT
LEADERSHIP|SUPPORT|OVERSIGHT
VermontSTEAM:EducationEssentialElementsandStrategyGuidelines
(Issued:April10,2025)
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TableofContents
Purpose 4
Introduction 4
ACallforSTEAMinVermontSchools 5
Science 5
Technology 6
ComputerScience 6
Engineering 6
Arts 7
ArtsEnhancement 8
ArtsIntegration 8
Mathematics 8
STEAMinAction 9
STEAMInstructionalPractices 10
TeachingPracticesSuitedforSTEAM 11
Interdisciplinary(TheRealityofSTEAM) 11
TransdisciplinaryLearning(TheDreamofSTEAM) 11
Project-BasedLearning 12
Design-BasedLearninginEngineering 12
CulturallySustainingPedagogy 13
CareerandTechnicalEducation 13
IncorporatinganEntrepreneurialApproachtoLearning 14
STEAMStories 14
ArtandTechnologyUnitedtoStrengthenStudentLearning 14
TheUseofSTEAMtoSolveaProblem 15
HighSchoolSTEAMIntegratedLesson 15
Assessment 16
AssessingSTEAMUnitsAcrossMultipleDisciplines 16
IncludeMultipleTypesofFormativeAssessmentLeadingtoaSummative
Assessment 17
FinalThoughts 17
AppendixA 18
STEAMProgramArchitectureToolforSchools 18
ProgramArchitecture 18
Vision 18
Accessibility 20
Culture 21
Sustainability 23
InstructionalApproaches 24
Assessment 26
AppendixB 28
AppendixC 29
STEAMContinuumCard 31
Enhancement 31
Theme-Based 31
Inquiry-Driven 31
Co-Taught 32
Integration 32
AppendixD 33
BibliographyofTextualReferences? 33
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VermontSTEAM:EducationEssentialElementsandStrategyGuidelines(Issued:April10,2025)
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Purpose
ThepurposeofthisdocumentistopromoteSTEAM(Science,Technology,Engineering,Arts,andMath)curriculaasbeingavitalevolutionofexistingSTEM(Science,Technology,Engineering,andMath)andartspractices.STEAMisasymbioticpartnershipthatbringstogetherdisciplinesthataretraditionallytaughtseparately.ByimplementingaSTEAMplatform,educationalequityisdevelopedbyprovidingopportunitiesforlearnerswithdifferentacademicpassionsandstrengthstoengageinacollaborative,creative,andinnovativeacademiccommunitythatwillbetterpreparethemtobecollegeandcareerready.
Introduction
STEAMeducationisanall-encompassingapproachforinspiringinquiryandcuriosityinstudents.STEAMeducationintegratesScience,Technology,Engineering,theArts,andMathematicsascorecomponentsofteachingandlearning.STEAMoffersaconnected,interdisciplinarycurricularstructure,drivingstudentstodevelopcriticalthinkingandproblem-solvingskillswhileexercisingcreativityandinnovationthroughreal-worldlearningexperiences.
ItisimportanttoemphasizethattheuseofSTEAM,ratherthanSTEM,isnotacompetitivenotion.STEMisnotdiminishedbutratherenhancedbyincorporatingtheartsinanintegratedapproachthatinviteseducationalparticipationbyalllearners.ByintegratingartintoSTEMeducation,weequipstudentswithaversatileskillsetthatmoreaccuratelyreflectsthedemandsofcontemporaryindustries.Thisholisticapproachnotonlyenhancestheirproblem-solvingabilitiesbutalsofostersthecreativityandinnovationnecessarytoaddresscomplexglobalchallenges.STEMremainsthemorefamiliarreferenceforinitiativesfocusedonbolsteringstudentparticipationinthesetargetedcurricularareas.Assuch,AOEalsosupportsinitiativesunderaSTEMbanner,butseekstoexpandthisengagementtoincludethearts.
Inrecentyears,recognitionoftheimportanceofSTEAMeducationhasgrownduetoseveralfactors.
Theglobaleconomy,becomingincreasinglytechnologicalandinterdisciplinary,requiresworkerstohaveawiderangeofskillsandknowledgeacrossdifferentdomains.
Innovationandcreativityarekeydriversofeconomicgrowth,andSTEAMeducationisseenasawayoffosteringtheseskillsinstudents.
GrowingdemandforworkersinSTEAM-relatedfieldsandashortageofskilledprofessionalsintheseareasisexpectedtocontinueinthecomingyears.
STEAMeducationprovidesstudentswithopportunitiestodevelopawiderangeofskills,fromanalyticalthinkingtocreativeexpression,thatarevaluablenotonlyforfuturecareersuccessbutalsoforpersonalgrowthanddevelopment.
ByprovidingstudentswithastrongfoundationinSTEAMeducation,schoolscanhelppreparethemforsuccessinarapidlychangingandincreasinglycomplexworld.
ACallforSTEAMinVermontSchools
TheAOEdefinesSTEAMas:
Anauthentic,student-centeredlearningexperiencethattargetstheapplicationandintegrationoftheknowledge,skills,andpracticesofscience,technology,engineering,thearts,andmathematics.
UtilizingSTEAMtodrivestudentlearning,biggerpictureoutcomesforstudentsareachieved.The
VermontTransferableSkills
areconsideredoverarchingskillsthatarecriticalforsuccessinpostsecondaryeducationandcareers.Theseskillsarelearnedandassessedthroughmultiplelearningopportunitiesthatrequireactiveengagementofstudentstodemonstrateevidenceofproficiency.ThetransferableskillsarethebuildingblockstotheVermontPortraitofaGraduate(POG).ThePOGplacesmeritinlearneragency,globalcitizenship,academicproficiency,well-being,criticalthinking,problem-solving,andcommunicationskills.The
attributesthatarefosteredthroughtheVermontTransferableSkillsandthePOGarecross-disciplinary.Awell-developedinterdisciplinarySTEAMcurriculumdirectlysupportsstudentsmeetingtheexpectationsofthePOGandVermontTransferableSkills.ForeducatorstoimplementSTEAM,itisimportanttounderstandhoweachsubjectbringsforth
thestrengthsneededtocreatetrueinterdisciplinarylearning.
Science
Figure1AOEIllustration.
Scienceisthesystematicstudyofthenaturalworldthroughobservationandexperimentation.Thedisciplineisfocusedondiscoveringfundamentalprinciplesandlawsthatgovernthenaturalworld,aswellasunderstandingtherelationshipsbetweendifferentphenomenainthephysical,life,andearthandspacesciences.Asidefromthe
connectionsofsciencecontentasacatalystfortheevolutionoftechnologyandengineeringfields,scienceasadisciplinealsoexercisesthepracticesofhypothesizing,testing,drawingconclusionsandargumentsfromevidenceindevelopingmodels.
Thesepractices,alongwiththecross-cuttingconceptsofpatterns,structureandfunction,systems,energyandmatter,andstabilityandchangebringinterconnectednesstoSTEAMastheyarefoundthroughoutthedisciplines.
Technology
Technologyreferstothetools,processes,andsystemsthatarecreatedthroughengineeringtosolvespecificproblemsormeetspecificneeds.Technologycanbephysical,suchasmachinesordevices,ordigital,suchassoftwareand/orartificialintelligence.Giventhatoursocietiesrunontechnology,itiscriticalthatstudentsbeginengagingwithtechnologyatayoungagetobuildfluency.Thisengagementshouldincludenotonlytheuseoftechnology,butalsotheevolutionoftechnologyanditssocialandculturalimpacts.TechnologyundertheSTEAMumbrellawillhelpstudentsbothunderstandandvalueinnovationwhileopeningavenuesforcooperativelearningandcomputer-assistedinstructionthroughhands-onorproject-basedlearningexperiences.
ComputerScience
ComputerscienceisanimportantsubsetoftechnologythatoffersablendofknowledgeandskillsthatareintegratedintoallSTEAMareas.Computerscienceisdefinedasthestudyofcomputersandalgorithmicprocesses,includingtheirprinciples,theirhardwareandsoftwaredesigns,theirimplementationandtheirimpactonsociety
(K-12Computer
ScienceFramework)
.Computationalthinkingisafoundationalskillincomputerscience.AsdescribedwithintheISTEstandards,computationalthinkingisthehighestorderofproblem-solvingandisacross-curricularskillthatisunderstandabletobothmachinesandhumans.Astudentcreatinganewapplicationwouldutilizetechnologicalskillsandartisticdesignapproaches.Dependingonthecontentoftheapplication,contentworkcouldincludemathematics,engineering,andsciencecurriculum.
Engineering
Engineeringistheapplicationofscientificandmathematicalpracticeswithtechnologytodesign,build,andmaintainstructures,machines,systems,andprocesses.AsshowninFigure2engineeringutilizesaprocessofiterativedesignthatinvolvesdefiningaproblem,proposingmultiplesolutions,andtestingandrefiningthosesolutionsovermultiplecycles.
ByintegratingengineeringpracticesintheSTEAMclassroom,studentsareencouragedtoapproachlearningwithflexiblethinking,creativity,andinnovation,andwithanopennesstorisk-taking.
Figure2AdaptedfromtheTeachEngineeringDesignProcess,fromtheTeachEngineeringdigitallibrarycollectionat
www.TeachE.
Allrightsreserved.
Arts
TheAgencyofEducationdefinestheartsinSTEAMas:
Theinclusionofhumanities,languagearts,dance,drama,music,visualarts,design,anddigitalmedia.
TheartswereaddedtoSTEMtorecognizetheimportanceoftheartsinfosteringinnovation,communication,andcreativity.ArtisanessentialcomponentofanySTEMfieldasithelpstovisualizeandcommunicatecomplexconcepts,encouragesproblem-solvingandcriticalthinking,andallowsforexperimentationandexploration.Byadding
the“A”toSTEM,STEAMeducationpromotesawell-roundededucationthatfurtherpreparesstudentsforthechallengesofthe21stcentury.
TheartsshouldbeappliedinSTEAMexperiencesthroughavarietyofartisticrepresentations.Considerationofhumanities,languagearts,dance,drama,music,visualarts,design,and/ordigitalmediainthedesignofSTEAMcurriculaisessentialforhowtheartsbenefittheuserexperience.Forthistohappenholistically,intentionally,andinameaningfulway,expertsintheartsshouldbeincludedinplanningSTEAMcurricula.
WhendesigningSTEAMexperiencesandinstruction,itisessentialtounderstandthedifferencebetweenartsenhancement,artsintegration,andSTEAM.Eachoftheseapproachesincorporatesthearts.ItisimportanttounderstandthesubtletiesanddistinctionstoensurethesuccessfulimplementationofSTEAMpedagogy.
Arts
Integration
usesthefollowingdefinitionstohelpdifferentiateartsenhancement,artsintegration,andthemoreblendedSTEAMapproachthatistheworkofthisresource.
ArtsEnhancement
Artsenhancementisusedtoincreasestudentengagement.Thelessonisnotalignedwithstandardsfromtheartsandisonlyusedtohelpthelearningstaywithstudents.Itcanincludeanyartsandcontentareaandisbroadinitsdesign.Anexamplemightlooklikestudentscreatinganartworkaboutananimaltheydidabookreporton.Thisrequireslearnerstousearttomakesomethingtogowiththeactuallearning.Itdoesnotrequirenewlearningofthecontentbeingtaught.
ArtsIntegration
Artsintegrationiswhencontentistaughtandassessedequitablyinandthroughthearts.Theartsstandardsareassessedalongwithothercontentstandardsthatnaturallyalignwithoneanother.Acentraltopicisusedtocreateaconnectivefocusthatallowsfordeeplearning,application,andcreativity.Anexampleofcommunicatinginformationthroughartwouldbestudentscreatingatunnelbookthatvisuallycommunicatesfivefactsabouttheanimal,includingsuchthingsashabitat,diet,adaptation,etc.Thisactivityrequireslearnerstoinvestigatetheiranimalslikescientistsandthencommunicatetheirlearningthroughthecreationofvisualartwork.
Pleasesee
AppendixB
foranillustrationonthedifferencesbetweenartsenhancement,artsintegration,andSTEAM.
Mathematics
Mathematicsisthestudyofnumbersandideassuchasstructure,order,space,andchange.Itisasubjectthatisubiquitouslyinfusedintootherdisciplines,anditiscommunicatedthroughauniversallanguage.
Inmathematics,therearetwosetsofstandardswithintheCommonCoreStateStandards,thecontentstandards,andthepracticestandards.Thecontentstandardsaddresstheskillsandknowledgethatastudentwilllearnateachgradelevel,andwhattheywillknowandbeabletodo.Thepracticestandardsaddressthehabitsofmindthatastudentshoulddeveloptoenhancetheirunderstandingofmathematicalcontent.
Thesepracticestandardsarelistedbelow.
Makesenseofproblemsandpersevereinsolvingthem.
Reasonabstractlyandquantitatively.
Constructviableargumentsandcritiquethereasoningofothers.
Modelwithmathematics.
Useappropriatetoolsstrategically.
Attendtoprecision.
Lookforandmakeuseofstructure.
Lookforandexpressregularityinrepeatedreasoning.
Thesestandardsarenotintendedtobetaughtinisolationbutratherwoventogethertoenrichthelearningexperienceofthestudent.Itiscommonforaparticularcontentstandardtobetaughtbyemployingmultiplepracticestandards;thishelpsstudentstobetterunderstandtheconcepts.Thepracticestandardscanbeappliedinmanydifferentcontexts,includinginSTEAMapplications.WhetheraSTEAMactivitywillformallyaddressmathematicalcontentstandardsornot,theeightstandardsofmathematicalpracticecanbeutilizedtodeepentheunderstandingofanytask.
STEAMinAction
AuthenticSTEAMinstructionincludesintentionaloutcomesthatalignwithstandardsfromdifferentcontentareas.Byaddressingstandardsfrommultipledisciplines,STEAMprovidesauthenticopportunitiesthatarerelevantandpowerfulandresultinlearningthatisgreaterthanthesumofitsparts.STEAMisaboutaskingquestionsandthengoingdeepintothosequestions.Itisrootedinstudent-driveninquiry,curiosity,beingabletoexploresolutionstoaproblemthroughmultiplelenses,applyingthosesolutionsinaniterativeprocess,presentingthem,andlinkingallthelearningtogetherintoaninterconnectedandintegratedexperience.
ThinkofSTEAMlikebuildingabridge.Asturdybridgerequiresboththestrengthofitsfoundationandthedesignofitsstructuretoworkeffectively.Thefoundation—likescienceandtechnology—givesthebridgestability,whilethestructure—likeengineeringandthearts—shapeshowitfunctionsandlooks.Withoutthefoundation,thebridgewouldcollapse,andwithoutawell-designedstructure,thebridgewouldn’tserveitspurposeorinspire.Bothpartsrelyoneachother,workingtogethertocreate
somethinggreaterthantheirindividualroles.STEAMoperatesinthesameway,witheachdisciplineenhancingandsupportingtheotherstobuildsomethingstrong,functional,andinnovative.
Tofurtherbuildfromtheearlierartexamples,inanauthenticSTEAMunitstudentsmightinventanimalsforwhichtheyidentifytheclassificationoftheanimal,thephysicalandbehavioraladaptationsoftheanimal,andhowthosecharacteristicsenabletheanimaltothriveinastudent-engineeredhabitat.Therearemanywaysthatstudentscouldshowcasethislearning.Forexample,studentscouldbehavelikeataxonomistandreleaseapuppetvideoexhibitingthenewdiscoveryofanimalstoanaudience.Thisunitrequireslearnerstorelyoncreativity,criticalthinking,problem-solving,andinnovationthroughinterdisciplinaryandinquiry-basedlearningexperiences.
STEAMInstructionalPractices
StudentsbenefitfromanintroductiontoSTEAMasearlyaspossibleintheireducation.ResearchshowsthatpreschoolersarenottooyoungtounderstandwhatistaughtinSTEAM(
Bagiatietal.,2010
;
BybeeandFuchs,2006
;
DeJarnette,2012;
McLureet.al,
2017
).STEAMtapsintoayoungchild’sinnatecreativity,curiosity,andpersistence,andallowsthemtoworkcooperativelyandcommunicatewiththeirpeers.ThroughSTEAM,youngchildrenareexposedtoworkingwithitemsandmaterials,problem-solving,andtestingdesigns—allofwhicharekeyelementsofengineeringinstruction.STEAMconceptsaresecondnatureforyoungchildren,astheyliketoexploreandexperimentwithintheirnaturalenvironment.InclusionoftheartscomponentprovidesadditionaloptionsforeducatorstopresentSTEMconceptstochildren,especiallyatearlychildhoodlevels.WhenstudentsareintroducedatayoungagetoSTEAMpractices,theytakethatknowledgeandexperienceandcontinuetogrowintransferableskillsfromSTEAMthroughouttheirentireeducation.
Foryoungchildrenwithspecialneeds,STEAMoffersastrength-basedapproachbyencouragingeducatorstofocusontheirstrengths,ratherthantheirdisabilities.Adaptingtheenvironment,materials,andinstructiontoensureeverychildcanparticipateandfullyengageinSTEMlearningopportunities,cancreateanequitableSTEAMenvironment.TheSTEMInnovationforInclusioninEarlyEducation(
STEMIE
)CenteroffersprofessionaldevelopmentguidesandSTEAMactivityideasforyoungchildren(0-
withdisabilities.
STEAMisintendedtobetaughtcollaboratively.Educatorsarenotexpectedtobecomeexpertsinallfields;instead,theybecomeknowledgeableaboutwheretheirexpertiseintersectswithotheracademicareas.CollaboratingwitheducatorswhohavedifferentareasofexpertiseenhancesthedevelopmentofstrongSTEAMpracticesandimplementation.EducationalleadersareencouragedtopromotealleducatorsasessentialcontributorstoauthenticSTEAMlearning.
WhenSTEAMisisolatedintoasiloedclasswithateacherlabeledasthe“STEAMteacher,”itdefeatsthepurpose.However,havinga“STEAMteacher”laythefoundationworkandbegiventimetocollaboratewithothereducatorsisastart.Ideally,alleducatorsincorporateSTEAMexperiencesintheirteachingandhaveaccesstoaSTEAMcoordinatororcoachtoassistthem.
Pleasesee
AppendixC
foranillustrationtakenfromArtsIntegration,withpermission,thatshowsthecontinuumofSTEAMinpractice.
TeachingPracticesSuitedforSTEAM
ThefollowingpracticesaresuitedforSTEAMbecausetheybreakthemoldofthetraditionalclassroomandcurriculumdevelopmentpractices.Instead,thesemethodologiesemphasizethepedagogythatwillbetterprepareourstudentstobecollegeandcareerreadyinthe21stcentury.
Interdisciplinary(TheRealityofSTEAM)
Aninterdisciplinaryapproachtoeducationintegratescontent,skills,andperspectivesfrommultipledisciplinesintoacohesivelearningexperience.Itallowsstudentstoengageinalearningprocesstoexploretopics,thinkcritically,andsolveproblemsthatreachbeyondthescopeofasingledisciplineandenablesstudentstopracticeusingskillsinreal-world,authenticcontexts.Keyknowledgelearnedandexploredininterdisciplinarylearningshouldbesymbiotic;whenstudentsareengagedininterdisciplinarylearning,theyarelookingatacommonthemeorissuethroughthelensesofdifferent,individualdisciplines.Thisresultsinmorethanonesubjectareabeingevidentinafinalproduct.
TransdisciplinaryLearning(TheDreamofSTEAM)
Transdisciplinarylearningtranscendsthepedagogicalpracticesthathappenintraditionalschoolsubjectsandsettings.Educatorsfromdifferentdisciplinescollaborativelyleadstudentstoworktowardacommonend-productorgoal.Learningisdirectlyappliedtoareal-worldcontextandistaughtthroughacohesivecurriculuminwhichstudentsworktogethertosolveamultifacetedproblem.Atransdisciplinarycurriculumisinnovativeandbuiltonafoundationofcooperationandintentionalityinitsdesign.Theseexperiencescanbeviewedascollaborativelearningopportunitiesbetweenteachers,students,fieldexperts,andthecommunity.
Figure3AOEIllustration.
Project-BasedLearning
STEAMpedagogyoffersastrongavenuethroughwhichproject-basedlearning(PjBL)canoccur.SimilartoSTEAMpractices,successfulPjBLreliesonauthenticandculturallyresponsivelearningopportunitiesthataremeaningfulandrelevanttostudents’livesandprovideopportunitiestopresentevidenceofstudentlearningincreativeways.ByaligningaPjBLunitwithaSTEAMplatform,studentscanapproachaprojectorcommunity-basedissuethroughtwoormoredisciplinarylensesinwhichtheyresearchtheproblem,ideate,thencreateasolution,andassess(andimproveupon)theirdesigns.EducatorsshouldknowthatPjBLcanbeSTEAMbutthatSTEAMisnotnecessarilyPjBL.IntegratingSTEAMwithPjBLreinforcesthepremisethatreal-worldproblemsdonotexistinasubjectsilo.Rather,effectiveproblem-solvingoccursthroughcollaborationandbyutilizingtheknowledgeandpracticesevidentininterdisciplinaryortransdisciplinarylearning.
Design-BasedLearninginEngineering
Design-BasedLearning(DBL)inEngineeringprovidesstudentswithopportunitiestodeveloptechnologicalimprovementsand/orsolutionstoproblems.Drivenbydesignandinquiry,DBLinEngineeringprovidesenvironmentsthatallowstudentstofeeltheyhavechoiceandfreedomintheirdesign.DBLprovidesopen-endedengineeringdesignproblemsthatcanintegratetheotherdisciplinesofSTEAM:science,technology,thearts,andmath,enablingacohesive,connectededucationalexperience.Studentscomeintoourclassroomswithdifferentinterestsandstrengths.IncorporatingSTEAMinto
DBLallowsstudentstohighlightthesestrengthsandengagesstudentsincontentandskillsthattheymayotherwisenotwillinglyaccessoracknowledge.
CulturallySustainingPedagogy
InterdisciplinarylearningexperiencessuchasSTEAMcanplayasupportingroleinculturallysustainingpedagogy(CSP).Mostbroadly,CSPisa
pedagogy
thatseeksto“fosterandperpetuatethelanguagesystems,literacies,andculturesofdistinctgroups,especiallymarginalizedcitizens.”ThesedistinctgroupsincludeallwhoareminoritizedandunderrepresentedinSTEAMfields(e.g.,youngwomenandgirls,LGBTQ+community,BIPOC).
Aculturallysustaininglearningenvironmentneedstoapproachindividuals’culturesasanassettotheeducationalexperience.Throughthearts,studentsbecomeawareofthedifferencesinthehumanexperience.AlthoughSTEMisvitaltotheprogressionofhumanexistence,theartscanprovidetheabilitytounderstand,communicate,andeffectivelyinteractwithpeopleacrosscultures,essentialforcollaborativeproblem-solving.
CareerandTechnicalEducation
CareerandTechnicalEducationcentersplayacriticalroleinprovidingopportunitiesforSTEAMlearningtotakeplace.Theseprogramspreparestudentsforsuccessfulcareersinhigh-demandindustriesandhelptobridgetheskillsgapintheworkforce.CareerandTechnicalEducation(CTE)Centersaredesignedtoprovidestudentswithhands-onexperienceandreal-worldtraininginSTEAMfields,preparingthemforcollegeandcareersinhigh-demandindustries.CTEcentersprovidestudentswith:
Currentfieldspecifictechnologies;
Problem-basedinstruction;
Longerclass/instructionalperiods;
Deliverymethodsthatrequireacademicknowledgeforskilldevelopment;and
Partnershipswithlocalbusinesses.
Historically,CTEcentersprovidestudentswithamostly“l(fā)earntobuild”modelofeducation.However,byprovidingstudentswithmoreopportunityfor“buildtolearn,”studentswillgainessentialskillstoenterthecurrentworkforce.Makingthings,(i.e.,project-basedactivitiesthatincorporateallfiveelementsofSTEAM)istheon-rampforproducingwell-rounded,multidisciplinaryemployees.
CTEcenterscanadoptaSTEAMrichenvironment.AseducatorTonyWagnerexplainedinhisbookCreativeInnovators,aSTEAMmindsetcanbecultivatedbymovingfrom:
individualachievementtocollaboration;
specializationtomultipledisciplines;
riskavoidancetoexperimentation;
consumingtocreating;and
extrinsicincentivestointrinsic.
Byprovidingmore“buildingtolearn”opportunitiesusingaSTEAMproject-basedlearningapproach,studentswillnaturallybecomemoreflexibleproblem-solversandresourcefulinnovators.Theywillbecomemoretech-oriented,greaterrisktakersandgreatercollaborators.CTEcentereducatorsareencouragedtobuildSTEAMcurriculaintotheircurrentpracticestobetterpreparestudentsfor21stcenturyworkforceneeds.
IncorporatinganEntrepreneurialApproachtoLearning
Tomorrow’strendsandgreatideasareoftencreatedbychildrenandyoungadults.SomeVermontmiddleandhighschoolshavebegunincorporatingelementsofentrepreneurialactivitieswithameasureofsuccess.STEAMeducationasaninterdisciplinaryapproachisakeycomponenttoathrivingentrepreneurialecosystemthathelpsinventorsandaspiringbusinessmindssucceedindevelopingnewideasandbringthoseideastomarket.STEAMeducationinpubliceducationisthebasisforbuildingamakermindsetandthe“onramp”forinnovation-drivenentrepreneurship.
Entrepreneurshipisthe“whatwewilldowithourcreation/solution”aspectofSTEAM.
STEAMStories
ThefollowingexampleshighlightapproachesandopportunitiesthatemphasizeinquiryandsupportSTEAMoutcomes.ThesestoriesaretakenfromrealclassroomshereinVermont.
ArtandTechnologyUnitedtoStrengthenStudentLearning
ThearteducatoratSwantonElementarySchoolwasplanningaunitonshapeandformwithkindergarten,first,andsecond-gradestudents.Theartteacherwantedtheunittostretchstudents’understandingandapplyittoreal-worldsettings.Itwasanaturalfittotalktotheschool’seducationtechnologyintegrationistabouttheidea.Byworkingtogether,whathappenednextwas“magic.”
Studentswereintroducedtoshapeandformthroughavirtual,hands-onlearningexperience.TheyusedaVirtualandAugmentedRealityprogram(VR/AR)calledMergeEDU.VR/ARcanbeanengagingwayforstudentstolearn,aswellasameansforbuildingstrongerretentionofcontentandskills.ThestudentsatSwantonElementarySchoolusedathree-dimensionalshapesimulationtoexploreandengageinthischallenge.
Mergeusesacombinationofthree-dimensionalviewingonaniPadscreen,holographicimagingprojectedontoaMergeCubethroughQRcodetypetechnology,andAugmentedRealitywherehologramsareprojectedintothesurroundingspace.
Studentswereabl
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