STEAM (15 Hours)

Price: $79.99
Product ID : SC1003

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Description


It is a miracle that imagination survives formal education.” -Albert Einstein


SUMMARY

Imagine entering your school building and instead of your students separated and working in individual classrooms, they are working in science and engineering labs or theatre and art studios. Envision flexible learning spaces and an extensive library filled with resources available to your students at any time. Imagine students busily working all day with engaging, hands-on projects, researching solutions to driving questions, or presenting information to authentic audiences. This may seem a little futuristic but it is already happening in many schools that have started taking steps toward a Science, Technology, Engineering, Art, and Math (STEAM) approach to learning.

 

Unfortunately, in many schools there is a disconnect between skills being taught, and how those skills apply to the real world. If your students have asked the question, “When will I ever use this?” (mine have) then they are not experiencing meaningful, purposeful learning. The STEAM approach allows students to understand that the skills they are learning must be applied to solve real world problems. This in-depth understanding of the world must start at the pre-school level and continue to grow through elementary, middle, high school, college and beyond. Luckily, elementary students are incredibly receptive to this approach to learning!

 

This course will introduce the history and purpose of the STEAM approach to learning and guide teachers through the process of creating STEAM infused lessons. Teachers will experience a STEAM activity, analyze lessons and conduct their own research to discover the most effective STEAM resources to use in their own classrooms. Get ready to apply critical thinking skills and solve the essential question: How will a STEAM approach make teaching more fun for you? 

 

PROJECTS TO BE COMPLETED

  1. STEAM Approach to Learning
  2. STEAM Experience
  3. STEAM Analysis
  4. STEAM Lesson Re-Design
  5. The STEAM Lesson Plan
  6. Gear Up

Online Participant Survey- Required for Course Completion

PREREQUISITES

Basic computer file management knowledge, e.g. opening, saving and uploading files, creating folders

 

MATERIALS

  • Internet
  • Adobe Reader 11.1.01 or later
  • Any word processing program

PROFESSIONAL LEARNING OBJECTIVES

  1. Given course text and specific guided instruction, learners will view the video, “The STEAM Approach to Learning” and respond to the essential question and reflection questions with 100% completion.
  2. Given course text and specific guided instruction, learners will experience a STEAM lesson activity by viewing informational videos and conducting research to answer their chosen essential question with 100% completion.
  3. Given course text and specific guided instruction, learners will analyze project-based activities that would support learning goals during the STEAM lesson activity with 100% completion.
  4. Given course text and specific guided instruction, learners will choose to view and analyze (5) out of (10) STEAM lesson videos that offer ideas for infusing project-based activities to increase student achievement with 100% completion. 
  5. Given course text and specific guided instruction, learners will critique a current lesson then re-design the lesson to align with a STEAM approach to learning with 100% completion.
  6. Given course text and specific guided instruction, learners will create three (3) custom STEAM lessons including: essential questions, connecting activity to a real-world problem/issue, alignment of standards, high-level goals, infusing core subjects within a project-based activity, multiple means of assessment and reflection questions, with 100% completion.
  7. Given course text and specific guided instruction, learners will research and select valuable STEAM resources to be placed on a custom resource table to be used in the future for creating engaging, in-depth lessons and activities, provide support for implementing a STEAM approach to learning with 100% completion.