Enhancing STEAM Learning in Your PK-8 Classroom

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Enhancing STEAM Learning in Your PK-8 Classroom Alice A. Christie, Ph.D. ©2016

Transcript of Enhancing STEAM Learning in Your PK-8 Classroom

EnhancingSTEAMLearninginYourPK-8

Classroom

AliceA.Christie,Ph.D.©2016

Education is not the filling of a pail, but the lighting of a fire. W. B. Yeats

AliceA.Christie,Ph.D.

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Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  1  

Table of Contents

Introduction  .........................................................................................................................................  3  What  is  STEM  Education?  ..........................................................................................................................................  3  STEM  +  The  Arts  =  STEAM  .........................................................................................................................................  4  Why  is  STEM  Important?  ............................................................................................................................................  7  Why  is  STEM  Especially  Important  in  Elementary  School?  ........................................................................  8  Why  is  STEAM  Important?  .........................................................................................................................................  9  Theoretical  Foundation:  The  5E  Instructional  Model  .................................................................................  13  Components  of  the  5E  Instructional  Model  .....................................................................................................  14  Goals  for  STEAM  Programs  Based  on  the  5E  Instructional  Model  ........................................................  15  STEAM  Guiding  Principles  ......................................................................................................................................  16  Core  Elements  of  STEAM  Instruction  .................................................................................................................  18  STEM  as  a  Liberal  Art  ................................................................................................................................................  19  Building  Ownership  in  Your  Local  STEAM  Initiative:  Create  a  Local  STEAM  Map  .........................  21  

STEM/STEAM Lessons  ..................................................................................................................  23  Principles  for  Developing  STEM/STEAM  Lessons  .......................................................................................  23  STEM/STEAM  Strategies  and  Techniques  .......................................................................................................  30  Dedicating  Time  to  STEAM  .....................................................................................................................................  32  Planning  a  STEAM  Activity  Center  ......................................................................................................................  33  Tap  Into  Community  and  Internet  Resources  ................................................................................................  35  The  Maker  Education  Initiative  <makered.org>  ...........................................................................................  37  Online  Resources  for  Starting  Maker  Programs,  Clubs,  and  Spaces  .....................................................  39  Resources  for  Finding  Ideas,  Projects,  and  Inspiration  for  Maker  Projects  ......................................  40  

Learning by Doing Develops STEM/STEAM Problem Solving  .................................................  42  Learning  by  Doing  ......................................................................................................................................................  42  The  Problem-­‐Solving  Process  ................................................................................................................................  44  Learn-­‐By-­‐Doing  Devices/Tools  (in  Alphabetical  Order)  ...........................................................................  45  

Questioning Techniques  ..................................................................................................................  46  Introduction  ..................................................................................................................................................................  46  Types  of  Questions  .....................................................................................................................................................  47  Levels  of  Questioning:  Part  1  .................................................................................................................................  49  Levels  of  Questioning:  Part  2  .................................................................................................................................  52  Level  1  -­‐  “The  answer  is  on  the  page”  facts  or  details  .................................................................................  52  Level  2  –  “The  answer  is  between  the  lines”  Implied  or  Inferred  .........................................................  53  Level  3  –  “The  answer  is  in  your  head”  Connections  or  Opinions  .........................................................  53  Questions  for  Inquiry-­‐Based  Learning  from  You  For  Youth  ....................................................................  53  Questions  Aligned  with  the  Scientific  Process  ...............................................................................................  54  Teach  Students  to  Ask  Their  Own  Questions  ..................................................................................................  55  

Using QR Codes in STEAM Classrooms  .......................................................................................  58  What  are  QR  Codes?  ..................................................................................................................................................  58  What  are  QR  Code  Readers/Scanners?  .............................................................................................................  59  How  to  Create  CR  Codes  ..........................................................................................................................................  59  Use  Google  Spreadsheets  to  Creating  Multiple  QR  Codes  .........................................................................  60  QR  Code  Types  .............................................................................................................................................................  61  

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  2  

How  To  Use  QR  Codes  in  STEAM  Classrooms  ................................................................................................  63  QR  Code  Resources  ....................................................................................................................................................  70  

Using GPS-Enabled Mobile Devices in STEAM Classrooms  .....................................................  71  Introduction  ..................................................................................................................................................................  71  Glossary  of  Terms  .......................................................................................................................................................  72  Components  of  Dr.  Christie’s  6E  Learning  Model  .........................................................................................  73  Description  of  an  EduCaching  Lesson  on  Sorting  and  Categorizing  .....................................................  75  Assessment  ....................................................................................................................................................................  78  Step-­‐by-­‐step  Directions  on  Creating  EduCaching  Units  or  Lessons  .....................................................  79  Other  Suggestions  for  Incorporating  GPS-­‐enabled  Devices  and  EduCaching  into  Learning  Environments:  ..............................................................................................................................................................  80  Online  Resources  on  Using  EduCaching  in  STEAM  Classrooms  .............................................................  80  

Mobile Apps to Enhance STEAM in Elementary and Middle School  .......................................  82  Introduction  ..................................................................................................................................................................  82  Science  Apps  (Listed  Alphabetically)  .................................................................................................................  82  Math  and  Numbers  Apps  (Listed  Alphabetically)  ........................................................................................  86  Technology  Apps  (Listed  Alphabetically)  ........................................................................................................  88  Measurement  Tools  (Listed  Alphabetically)  ...................................................................................................  94  Instructional  Strategies  for  Using  Mobile  Apps  in  STEAM  Classrooms  ...........................................  101  

A Special Challenge: Girls and STEM  ..........................................................................................  105  Introduction  ...............................................................................................................................................................  105  Girl  Scouts  of  Chesapeake  Bay’s  STEM/STEAM  Strands  and  Strategies  ..........................................  105  Online  STEM/STEAM  Resources  for  Females  .............................................................................................  106  Other  Online  Resources  ........................................................................................................................................  108  

Online STEM/STEAM Resources  ...............................................................................................  109  Introduction  ...............................................................................................................................................................  109  Problem-­‐Based  Learning  from  the  Teaching  Channel’s  STEM  Design  Challenge  ........................  109  The  National  Education  Association  (NEA)  10  Best  STEAM  Resources  ..........................................  116  National  Science  Foundation  Suggested  STEAM  Resources  .................................................................  117  Arizona  STEM  Network  Implementation  Guides  .......................................................................................  120  Video  Resources  .......................................................................................................................................................  121  Other  Online  STEM/STEAM  Resources  ..........................................................................................................  125  Project-­‐Based  Engineering  for  Kids  .................................................................................................................  127  

Gamification In Your Classroom  ....................................................................................................  129  Introduction  ...............................................................................................................................................................  129  Apps  and  Web  Tools  to  Gamify  Your  Classroom  ........................................................................................  130  Articles  on  Gaming  in  Elementary  and  Middle  School  Classrooms  ...................................................  133  

Other Resources  .............................................................................................................................  134  Online  STEM/STEAM  Lesson  Plans  .................................................................................................................  134  Online  STEM/STEAM  Courses  for  Teachers  ................................................................................................  135  State  STEM/STEAM  Organizations  ..................................................................................................................  139  Other  STEM/STEAM  Networks  &  Resources  ...............................................................................................  142  Articles  on  STEM/STEAM  Education  ..............................................................................................................  142  

 

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Introduction  

 

For  young  people  and  for  our  country,  we  need  STEM-­‐related  talent  to  compete  globally,  and  we  will  need  even  more  in  the  future.  It  is  not  a  matter  of  choice:  For  the  United  States  to  remain  the  global  innovation  leader,  we  must  make  the  most  of  all  of  the  potential  STEM  talent  this  country  has  to  offer."    

 –U.S.  NEWS  and  World  Reports  

 What  is  STEM  Education?  

STEM  education  fully  engages  students  in  learning  Science,  Technology,  Engineering,  and  Mathematics  using  an  integrated,  interdisciplinary  approach  to  learning  that  provides  hands-­‐on  and  relevant  learning  experiences  for  students.    STEM  teaching  and  learning  goes  beyond  the  mere  transfer  of  knowledge.    It  engages  students  and  equips  them  with  critical  thinking,  problem  solving,  creative  and  collaborative  skills,  and  ultimately  establishes  connections  between  the  school,  work  place,  community  and  the  global  economy.  Teachers  planning  to  transform  their  classrooms  into  STEM  environments  may  find  the  5E  Model  of  Instruction  (See  Appendix  A)  helpful  in  planning  instructional  units  that  engage  students,  support  exploration,  explain  concepts,  extend  learning  to  other  curricular  areas,  and  evaluate  progress  throughout  the  unit.  

STEM  also  helps  students  (a)  make  technology  integral  to  their  learning,  (b)  value  a  hand-­‐on  approach  to  learning,  (c)  engage  in  evidence-­‐based  learning,  (d)  adopt  a  learn-­‐from-­‐our-­‐mistakes  philosophy,  and  (e)  understand  –  and  then  apply  –  math  and  science  concepts  across  the  curriculum.  Each  of  thee  skills  is  a  foundation  for  success  in  college  and  future  careers.  See  Appendix  B  for  Common  Core  Mathematics  Standards,  Appendix  C  for  Next  Generation  Science  Standards  (NGSS),  and  Appendix  D  for  International  Society  for  Technology  in  Education  (ISTE)  Standards  for  Students.  

   

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  4  

STEM  +  The  Arts  =  STEAM    

STEAM  is  the  fusion  of  The  Arts  with  STEM  to  engage  the  whole  child  and  foster  high  achievement  in  all  areas.  See  Appendix  E  for  a  definition  of  The  Arts.  

STEAM  brings  together  what  have  long  been  thought  of  as  polar  opposites  in  the  curriculum:  science  and  art.  However,  the  artistic  process  and  the  scientific  method  are  more  complimentary  than  one  might  first  expect.  Both:    

Source:  Sousa  and  Pilecki  (2013)  From  STEM  to  STEAM  

• are  about  exploration  of  ideas  and  possibilities;  • have  a  process  and  a  product  aspect  to  them;  and  • require  students  to  engage  in  creative  and  critical  thinking  that  supports  

collaborative  learning.    

 

Source:  https://www.bettefetter.com/brain-­‐drain-­‐steam  

With  the  interest  in  STEM  curricula  and  career  paths  for  students,  many  educators,  artists,  and  scientists  recognize  the  importance  of  blending  the  arts  and  sciences  and  believe  that  this  can  lead  to  richer  student  learning.    

STEAM  is  complimentary  with  digital-­‐age  skills,  and  is  gaining  traction  across  the  country  with  support  from  a  wide  range  of  organizations,  including  the  National  Science  Foundation,  the  National  Endowment  for  the  Arts,  and  the  U.S.  Department  of  Education.    

The  STEAM  effort  outlines  why  the  arts  are  necessary:  

o Arts  education  is  a  key  to  creativity  o Creativity  is  an  essential  component  of,  and  spurs  innovation  

 

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o Innovation  is  necessary  to  create  new  industries  in  the  future  o New  industries,  with  their  jobs,  are  the  basis  of  our  future  economic  well-­‐being  

In  addition,  STEAM  education  is  supported  by  my  7C  Model,  which  ask  teachers  to  examine  the  extent  to  which  hardware,  software,  mobile  apps,  mobile  devices,  or  instructional  strategies  allow  students  and  teachers  to  create,  connect,  communicate,  collaborate,  contextualize,  critique,  and/or  choose.    

My  7C  Model  is  illustrated  in  the  infographic  below:  

 

STEAM  education  increases  student  engagement  by  transforming  the  typical  teacher-­‐centered  classroom  by  emphasizing  a  student-­‐centered  curriculum  that  is  driven  by  problem  solving,  discovery,  and  exploratory  learning.      

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Hallmark  characteristics  of  STEAM  education  include:    • cross-­‐curriculum  approaches  to  learning  • technology  integration  • project  and  problem-­‐based  learning  • inquiry  • college  and  career  readiness  • rigorous  and  relevant  curricula  • innovative  learning  environment  • high  levels  of  student  engagement  

The  goal  of  STEAM  education  is  to  integrate  Science,  Technology,  Engineering,  Math,  and  Arts  education  to  change  the  way  students  think,  approach  ideas,  solve  problems,  research,  and  plan  and  execute  a  design  process.  Our  goal  as  teachers  is  to  create  motivating  lessons  that:  

• push  students  to  go  deeper  and  master  rigorous  science,  technology,  engineering,  mathematical,  and  arts  skills  and  concepts  

• prepare  students  to  solve  problems  • demand  critical  thinking    • provide  scaffolding  to  develop  the  STEAM  skills  that  will  enable  students  to  

become  independent  learners.  

Design  is  a  vital  part  of  the  STEAM  experience.  It  includes  identifying  a  problem  or  idea,  designing  a  solution  or  process,  implementing  the  solution  and  evaluating  the  solution.  This  is  often  a  recursive  process  that  leads  back  to  redefining  the  problem  or  brainstorming  alternative  solutions.  As  such,  students  benefit  when  they  learn  though  mistakes  and  fine-­‐tune  their  thinking  in  each  successive  step  in  the  recursive  process.  Taking  an  abstract  or  concrete  idea  and  utilizing  it  takes  the  ability  think  both  creatively  and  critically;  both  types  of  thinking  are  part  of  STEAM  thinking!    

   This  book  is  designed  to  specifically  help  teachers  and  administrators  to  integrate  STEAM  instruction,  processes  and  principles  into  their  schools  and  classrooms.  It        

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provides  numerous  instructional  strategies  and  resources  for  teachers  wishing  to  create  more  STEAM-­‐centric  classrooms  that:    

• foster  active,  participatory  learning  • increase  student  engagement  in  the  learning  process  • create  exciting,  empowering,  exploratory,  student-­‐centered,  problem-­‐solving  

environments.  

Why  is  STEM  Important?    Today’s  world  requires  our  work  force  to  possess  strong  skills  in  critical  thinking  and  working  collaboratively;  STEM  education  prepares  students  for  these  challenges  and  offers  them  expanded  career  opportunities  in  the  21st  Century.    According  to  the  National  Science  Foundation,  to  succeed  in  this  information-­‐based,  highly  technological  society,  students  need  to  develop  their  capabilities  in  STEM  to  levels  much  beyond  what  was  considered  acceptable  in  the  past.  Helping  under-­‐represented  populations  such  as  females  and  minorities  pursue  STEM  careers  is  an  additional  challenge.      Recent  studies  have  indicated  that  American  students  are  falling  behind  in  STEM  areas.  Roughly  75  percent  of  U.S.  8th  graders  are  not  proficient  in  mathematics  when  they  complete  8th  grade  (Schmidt,  W.H.  (2011),  and  they  are  less  interested  in  these  subjects  than  their  international  counterparts.    Ironically,  the  most  lucrative  careers  in  the  United  States  and  internationally  involve  STEM  skills:  the  top  ten  highest  paying  majors  in  2012-­‐2013  were  STEM-­‐related,  with  engineering  majors  commanding  the  highest  salaries.  Students  in  the  United  States  need  to  understand  the  principles  behind  the  technologies  that  drive  globalization  so  they  can  compete  on  an  international  stage.      Consider  some  statistics  from  Science  Pioneers  < http://www.sciencepioneers.org/>:    

• If  the  United  States  is  to  maintain  its  global  leadership  and  competitive  position,  then  we  must  motivate  our  most  promising  students  into  the  STEM  fields.    

• Science  has  been  identified  as  a  national  priority,  ...parents  have  to  become  more  interested  and  knowledgeable.    

• A  2008  survey  by  USA  Today  showed  that  only  26%  of  those  surveyed  believe  that  they  have  a  good  understanding  of  science.    

• Forty-­‐four  percent  could  not  identify  a  living  scientist.    • Students  should  be  advised  to  take  as  many  math  and  science  courses  in  middle  

and  high  school  as  possible.    • These  courses  need  to  be  taught  by  engaged  and  enthusiastic  teachers  using  

hands-­‐on  and  minds-­‐on  activities.    

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• Making  science  and  math  courses  fun  and  interesting  will  not  only  help  students  to  learn,  but  might  also  plant  the  “seed  of  interest”  that  could  grow  into  an  exciting  and  rewarding  STEM  career.    

 Consider  the  statistics  and  the  graph  that  follows  http://fpea.com/blog/1475/06-­‐27-­‐2013/STEM-­‐why-­‐it-­‐important:  

• Twenty-­‐one  of  the  top  25  paying  jobs  are  STEM  jobs  • The  average  salary  of  those  in  STEM  occupations  is  $64,560  compared  to  $37,870  

in  all  other  occupations  averaged.  • Of  the  65  developed  countries,  the  US  ranks  23rd  in  Science  and  31st  in  Math  • 50%  of  doctorates  in  STEM  fields  granted  in  the  US  are  awarded  to  temporary  US  

citizens  • Europe  produces  roughly  3  times  as  many  engineering  graduates  as  the  US  each  

year.  Asia  produces  almost  5  times  as  many.  • The  top  15  highest-­‐earning  college  degrees  have  a  common  element:  

Mathematics  

   Expertise  in  STEM  fields  promotes  inventiveness,  scientific  discovery,  and  efficiency  while  also  opening  up  new  job  opportunities.  STEM  jobs  in  the  United  States  in  the  past  ten  years  have  grown  at  three  times  the  pace  of  non-­‐STEM  jobs,  and  are  projected  to  continue  growing  at  this  pace  through  the  next  decade.      STEM  programs  also  help  engage  and  motivate  students,  as  well  as  engage  them  in  inquiry-­‐based,  and  academically  rigorous  environments.    Students  are  no  longer  using  rote  memorization;  instead  they  use  design  thinking  to  create  things  and  to  work  out  solutions  to  real-­‐life  issues.      

Why  is  STEM  Especially  Important  in  Elementary  School?  

Traditionally,  primary  and  elementary  school  teachers  have  focused  classroom  time  on  reading,  writing,  and  mathematics.  Teachers  must  justify  a  certain  amount  of  hours  each  week  of  reading,  writing,  and  mathematics  instruction,  and  their  planning  time,  too,  is  often  dedicated  to  those  subjects.  The  push  toward  standardized  test  scores  and  knowledge-­‐based  assessment  has  encouraged  this  limited  focus;  but  it  means  that  in  

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many  PK-­‐6  classrooms,  science  has  been  ignored.  Innovative  teachers  have  managed  to  find  the  time  and  justification  for  STEM-­‐related  activities,  but  many  U.S.  students  reach  fourth  –  or  even  sixth  –  grade  with  few  science  and  technology  skills.    

STEM  education  in  elementary  school  suffers  from  lack  of:  

• planning  time  • classroom  time  • standardized  testing,  and  • teacher  training  

STEM  skills,  aside  from  math,  have  traditionally  been  developed  primarily  in  secondary  school  and  university  classrooms.  But  evidence  is  coming  to  light  that  STEM  skills  built  from  early  learning  will  help  students  to  develop  the  knowledge  and  habits  that  will  engender  a  lifetime  of  STEM  understanding  and  proficiency.  

One  reason  that  it’s  so  important  to  encourage  STEM  learning  early  in  schooling  is  that  the  process  of  inquiry  that  is  integral  to  STEM  is  the  way  young  children  naturally  learn.  Young  children  explore,  ask  questions,  and  discuss  their  findings.  In  her  article  on  early  STEM  education,  Erin  MacPherson  describes  first  grade  learners  gathered  around  a  sand  table:  “Students  become  engrossed  with  the  sand,  some  marbles,  and  rulers,  and  soon,  with  the  help  of  a  few  guiding  questions,  they  are  learning  principles  of  physical  science.”  

Our  youngest  students  have  the  gift  for  exploration  and  experimentation  already.  When  those  natural  impulses  are  matched  with  fundamental  science  concepts  and  instruction  in  inquiry  methods  such  as  controls,  communication,  and  record  keeping,  students  gain  a  solid  foundation  in  science  that  can  help  them  move  ahead  and  excel  in  STEM  fields.  

Why  is  STEAM  Important?  

The  practical  nature  of  STEM  subjects  is  clear,  but  that  does  not  mean  that  the  arts  play  no  role  in  leading  students  to  successful  careers.    

It  is  the  tension  between  creativity  and  skepticism  that  has  produced  the  stunning  unexpected  findings  of  science.                                                                          -­‐  Carl  Sagan  

The  43rd  season  of  Sesame  Street  is  being  brought  to  viewers  by  the  letters  S-­‐T-­‐E-­‐A-­‐M.  

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University  of  Florida  research  <http://education.arts.ufl.edu/resources/stem-­‐vs-­‐steam-­‐girl/>  that  shows  that  “on  average,  students  who  study  the  arts  for  4  years  in  high  school  score  98  points  higher  on  the  SATs  compared  to  those  who  study  the  same  for  half  a  year  or  less.”  Arts,  the  researchers  found,  help  students  build  confidence,  develop  motor  skills,  and  hone  their  decision-­‐making  and  problem-­‐solving  skills.  Even  their  logo  speaks  volumes  about  the  importance  of  the  A  in  STEAM:  

 

These  thought  leaders  created  an  infographic  that  shows  why  a  half-­‐brain  education  —  an  education  that  heavily  favors  either  left-­‐brained  or  right-­‐brained  subjects  —  is  not  good  enough.  I  features  examples  of  prominent  personalities  who  displayed  strong  characteristics  from  both  sides  of  the  brain.  One  example,  Steve  Jobs,  while  brilliant  when  it  came  to  technology,  also  saw  things  from  a  creative  perspective.  He  envisioned  products  and  constructed  marketing  strategies  that  appealed  to  people’s  hopes,  dreams,  and  experiences.  < http://education.arts.ufl.edu/resources/stem-­‐vs-­‐steam-­‐girl/>  

 

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Two  other  people  who  personify  the  need  for  STEAM  education  are  Leonardo  da  Vinci  and  Michelangelo  Buonarroti.  Although  they  were  known  more  as  painters  and  sculptors,  they  were  also  renowned  as  inventors,  engineers,  and  scientists.  For  example,  da  Vinci  conceptualized  the  helicopter  and  battle  tank  and  made  important  discoveries  in  anatomy,  hydrodynamics,  and  optics.  Michelangelo  also  worked  as  an  architect  and  engineer,  designing  the  large  dome  of  St.  Peter’s  Basilica  in  Rome.  These  two  men  saw  no  boundaries  between  the  arts  and  sciences.    STEAM  education  highlights  the  underlying  scientific  process  skills:  observing  and  questioning,  investigating,  analyzing,  reporting,  and  reflecting  on  a  “big  idea.”  It  gives  learners  opportunities  to  formulate  thoughts  into  questions,  solve  problems,  and  learn  new  concepts.  It  also  helps  learners  make  connections  between  the  scientific  (Let’s  find  out  …)  and  the  innovative  (What  if  …),  and  to  use  the  arts  to  inspire  learning  STEM  concepts.    In  his  TEDx  talk  <https://www.youtube.com/watch?v=zRbKsSmtvmU>,  Tom  Dubick,  an  applied  math  and  science  teacher  at  Charlotte  Latin  School,  indicates  that  once  students  build  a  robot,  bridge,  or  airplane,  they  no  longer  need  to  ask  the  question:  When  will  I  ever  use  math  and  science  in  my  real  life?  Or  for  that  matter,  why  are  the  arts  important  to  my  future?  Rather  than  teach  those  subjects  in  a  vacuum,  STEAM  programs  integrate  them  in  an  inquiry-­‐based,  hands-­‐on  curriculum  that  more  closely  aligns  with  what  students  will  experience  in  college  and  the  workforce.    

Maria  Montessori  espoused  a  similar  approach.  One  key  element  of  her  approach  is  the  Prepared  Environment,  a  place  in  which  children  can  do  things  for  themselves,  where  learning  materials  and  experiences  are  abundant,  where  child-­‐centered  education  and  active  learning  are  valued,  and  where  children  are  enabled  to  be  independent  and  active  learners.      The  skills  she  identified  are  also  the  life  skills  needed  by  digital-­‐age  learners!  

 

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David  Sousa  and  Tom  Pilecki  in  their  book  entitled  From  STEM  to  STEAM  (Corwin,  2013)  state  that  many  scientists,  mathematicians,  and  engineers  indicate  that  the  arts  are  vital  to  their  success.  They  use  the  following  skills  and  abilities  borrowed  from  the  arts  as  scientific  tools:    

• drawing  on  curiosity  • observing  accurately  • viewing  an  object  in  a  different  form  or  from  a  different  perspective  • constructing  meaning  • expressing  one’s  observations  accurately  • working  effectively  with  others  • thinking  spatially  • viewing  kinesthetically  

 They  also  indicate  how  important  The  Arts  are  to  student  growth  and  achievement  and  why  the  arts  should  remain  available  for  all  students  at  all  grade  levels:  

 

 When  push  comes  to  shove,  it’s  not  STEM  vs.  STEAM—it’s  about  making  every  student  a  fully  literate  21st-­‐century  citizen:  motivated  and  competent  in  bringing  forth  solutions  to  tomorrow's  problems.  Dr.  Howard  Gardner  stated:  I  don’t  have  strong  views  about  whether  arts  should  become  a  part  of  STEM  or  be  self-­‐standing.  What  is  important  is  that  every  human  being  deserves  to  learn  about  the  arts  and  humanities,  just  as  each  

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person  should  be  cognizant  of  the  sciences.  http://www.edweek.org/tm/articles/2014/11/18/ctq-­‐jolly-­‐

stem-­‐vs-­‐steam.html    

Theoretical  Foundation:  The  5E  Instructional  Model    The  5E  Instructional  Model  has  its  origins  in  the  work  of  early  science  educators,  including  John  Dewey  (Dewey’s  Instructional  Model)  and  Robert  Karplus  and  Myron  Atkin  (the  Atkin-­‐Karplus  Learning  Cycle).  The  5E  Instructional  Model  was  developed  by  the  Biological  Sciences  Curriculum  Study  and  was  adapted  from  work  by  the  Southwest  Educational  Development  Laboratory  (SEDL).    Since  the  late  1980s,  researchers  and  curriculum  developers  have  used  the  5E  Instructional  Model  extensively  to  develop  both  curriculum  materials  and  professional  development  experiences.  The  5E  Instructional  Model  currently  enjoys  widespread  use,  as  a  Google  search  shows  ubiquitous  use  of  the  model  for  curriculum  frameworks,  assessment  guidelines,  course  outlines,  curriculum  materials,  and  teacher  professional  development.  In  this  model:    

• Students  are  introduced  to  a  concept.    • Students  make  connections  to  prior  knowledge  and  what  is  to  be  studied.  • Student  thinking  is  clarified.    • Students  become  mentally  engaged  in  the  new  learning  experience.  • Teachers  ask  questions  of  students  and  engage  them  in  the  guided  inquiry  

lessons.    • Teachers  use  strategies  such  as  KWL  that  make  connections  between  the  past  

and  present  learning  experience.    • Teachers  set  a  level  of  anticipation  using  the  5E  Model  to  guide  them.  

   

The  mere  formulation  of  a  problem  is  often  far  more  essential  than  its  solution,  which  may  be  merely  a  matter  of  mathematical  or  experimental  skill.  To  raise  new  questions  or  new  possibilities,  to  regard  old  problems  from  a  new  angle,  requires  creative  imagination  and  marks  real  advances  in  science.                 –  Albert  Einstein                        

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Components  of  the  5E  Instructional  Model  

     Engage:  The  purpose  for  the  ENGAGE  stage  is  to  pique  student  interest  and  get  students  personally  involved  in  the  lesson,  while  pre-­‐assessing  prior  understanding.    

• Students  first  encounter  and  identify  the  instructional  task,  then  make  connections  between  past  and  present  learning  experiences,  setting  the  organizational  ground  work  for  upcoming  activities.  Students  become  curious  and  begin  asking  their  own  questions  about  the  concept/topic.  

• Teachers  assess  the  learners’  prior  knowledge  and  help  students  become  engaged  in  a  new  concept  through  the  use  of  short  activities  that  promote  curiosity  and  elicit  prior  knowledge.  

 EXPLORE:  The  purpose  for  the  EXPLORE  stage  is  to  get  students  involved  in  the  topic;  providing  them  with  a  chance  to  build  their  own  understanding.    

• Students  explore  or  experiment  at  this  point.  They  engage  in  observations,  use  science  tools  and  materials  (manipulatives),  collect  data,  and  record  data.  

• Teachers  set  up  the  investigation  and  guide  students  in  inquiry,  asking  probing  questions  to  clarify  understanding.    

   

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EXPLAIN:  The  purpose  for  the  EXPLAIN  stage  is  to  provide  students  with  an  opportunity  to  communicate  what  they’ve  learned  so  far  and  figure  out  what  it  means.    

• Students  verbalize  their  understandings  from  the  "explore"  phase,  look  for  patterns  in  their  data,  and  describe  what  they  observed.  This  can  be  done  in  small  and/or  whole  groups  

• Teachers  ask  probing  questions  that  encourage  students  to  look  for  patterns  or  irregularities  in  their  data.  

   EXTEND:  The  purpose  for  the  EXTEND  stage  is  to  allow  students  to  use  their  new  knowledge  and  continue  to  explore  its  implications.    

• Students  expand  their  learning,  practice  skills  and  behavior,  and  make  connections  or  applications  to  related  concepts  and  in  the  world  around  them.  

• Teachers  provide  learning  opportunities  for  students  to  apply  their  knowledge  and  to  gain  a  deeper  understanding.  Activities  can  include  reading  articles  and  books,  writing,  designing  other  experiments,  and  exploring  related  topics  on  the  Internet.  

   EVALUATE:  The  purpose  for  the  EVALUATION  stage  is  for  both  students  and  teachers  to  determine  how  much  learning  and  understanding  has  taken  place.    

• Students  answer  questions,  pose  questions,  and  illustrate  their  knowledge  (understandings)  and  skill  (abilities).  

• Teachers  diagnose  student  understanding  through  an  ongoing  process.  Assessment  can  be  both  formative  (ongoing  and  dynamic)  and  summative  (end-­‐of-­‐lesson  final  test  or  product).  

 See  Appendix  A  for  a  chart  that  summarizes  the  definitions  of  each  term,  as  well  as  teacher  behaviors  and  student  behaviors  appropriate  for  each  of  the  Es.  

Goals  for  STEAM  Programs  Based  on  the  5E  Instructional  Model      The  process  of  moving  from  a  non-­‐STEAM  classroom,  school,  or  district  involves  a  number  of  thought  steps:    

• Identify  personnel  to  lead  the  initiative  • Clarify  goals  for  incorporating  STEAM  into  a  program  • Develop  short  and  longer-­‐term  goals  • Work  as  a  team  to  achieve  these  goals  

 The  following  checklist  (which  can  be  customized  for  any  specific  program  or  initiative)  will  help  you  both  establish  goals  and  evaluate  the  extent  to  which  these  goals  have  been  met  at  the  end  of  one,  two,  and  three  years  of  work.  

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STEAM  Checklist    Our  program  will  incorporate  more  Science,  Technology,  Engineering,  and  Math  to:    

� Expose:  Increase  children’s  exposure  to  STEAM  through  activities  such  as  periodic  outdoor  experiences,  field  trips,  and  science  center  and  museum  visits    

� Experience:  Increase  children’s  experience  with  STEAM  through,  for  example,  regularly  scheduled  hands-­‐on  science  activities,  short-­‐term  inquiry  projects,  math  games  and  puzzles,  vocabulary  use,  design-­‐build  challenges,  committee  projects,  field  trips  outdoors,  and  technology  projects    

� Engage:  Increase  children’s  engagement  with  STEAM  though  regularly  scheduled  activities,  student-­‐directed  inquiry  projects,  longer-­‐term  team  explorations  and  more  complex  projects  or  curriculum  lessons    

� Enrich:  Enrich  student’s  experience  and  knowledge  of  STEAM  through  student-­‐directed  projects  and  inquiry,  career  explorations,  internships,  expert  partners,  site  visits,  and  additional  resources    

� Expand:  Expand  depth  and  breadth  with  expert  support  and  partnerships,  diversifying  fields,  internships,  longer-­‐term  inquiry  projects,  community  problem-­‐solving  projects,  and  presentations    

�  ___________________________________________________    

� ___________________________________________________  

STEAM  Guiding  Principles    Vasquez,  Comer,  and  Sneider  (2012),  in  their  book  STEAM  Lesson  Essentials,  Grades  3-­‐8:  Integrating  Science,  Technology,  Engineering,  and  Mathematic,  outlined  five  guiding  principals  for  STEAM-­‐focused  instruction.  Each  of  these  is  summarized  below.    

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Principle  One

 

Focus  on  Integration    Combining  two  or  more  of  the  disciplines  allows  teachers  to  help  students  see  the  relatedness  of  the  concepts,  tying  together  seeming  disjointed  blocks  of  information.    An  interdisciplinary  approach  will  help  students  forge  connections  among  concepts  in  their  knowledge  base,  generate  more  innovative  and  creative  solutions  when  considering  opportunities  to  apply  their  understandings,  and  think  more  broadly  about  a  given  problem  or  situation.    

 

Principle  Tw

o  

Establish  Relevance    It  is  not  always  apparent  to  students  how  or  when  new  learning  will    be  applicable,  so  it  is  important  to  convey  how  STEAM  knowledge  will  be  useful.  Consider  the  following  questions  from  the  students'  point  of  view:        

• Why  should  I  care  about  this?    • Does  it  address  a  real-­‐world  problem  or  current  event  situation?  • Is  there  some  local  or  global  issue  or  event  that  would  make  this  

appealing  to  know  more  about?    • Is  there  a  real-­‐world  work  or  career  opportunity  that  would  be  

interesting  for  me  to  consider?    • Can  I  get  a  better  job  if  I  know  about  this  or  develop  this  skill?  

 

Principle  Th

ree  

Emphasize  Digital-­‐Age  Skills    The  critical  need  for  the  workforce  of  tomorrow  is  not  how  much  knowledge  the  citizens  possess,  but  how  they  can  access  information  when  needed  and  how  they  use  that  information  to  creatively  solve  problems  and  communicate  ideas  and  concepts  effectively.  Desirable  attributes  of  tomorrow's  workers  (Partnership  for  21st  Century  Skills  2009)  include:    

• teamwork  and  collaboration,    • critical  thinking  • problem  solving  • creativity  • communication  skills    

 

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Principle  Four  

Challenge  Your  Students    By  using  grade-­‐level-­‐appropriate  challenges,  students  are  more  apt  to  be  intrigued  with  the  work  and  not  suffer  from  boredom.    It  is  important  to  plan  tasks  that  are  not  so  difficult  that  students  give  up,  nor  so  easy  that  students  find  the  work  boring.  Emphasis  on  twenty-­‐first-­‐century  skills  allows  for  a  greater  range  of  participation  from  all  students  -­‐  not      just  those  who  have  the  content  knowledge  expertise.    

 

Principle  Five  

Mix  It  Up    By  providing  a  variety  of  outcomes  in  STEAM  units  of  study,  students  are  regularly  presented  with  ways  to  express  their  knowledge,  share  their  expertise,  and  expand  their  skill  set.      It  is  important  to  include  both  problem-­‐based  approaches  (tasks  in  which  students  are  given  a  particular  problem  to  solve,  which  requires  a  creative  solution)  and  project  based  approaches  (where  students  have  significant  control  over  what  they  wish  to  produce,  how  they  want  to  demonstrate  their  learning,  and  in  some  cases,  how  they  wish  to  be  evaluated.    

 

 Core  Elements  of  STEAM  Instruction    In  2011,  the  National  Research  Council  of  the  National  Academies  published  Successful  K-­‐12  STEAM  Education:  Identifying  Effective  Approaches  in  Science,  Technology,  engineering,  and  Mathematics.  This  report  identified  three  goals  for  U.S.  STEAM  education:    

• GOAL  1:  Expand  the  number  of  students  who  ultimately  pursue  advanced  degrees  and  careers  in  STEAM  fields  and  broaden  the  participation  of  women  and  minorities  in  those  fields.      

• GOAL  2:  Expand  the  STEAM-­‐capable  workforce  and  broaden  the  participation  of  women  and  minorities  in  that  workforce.      

• GOAL  3:  Increase  STEAM  literacy  for  all  students,  including  those  who  do  not  pursue  STEAM-­‐related  careers  or  additional  study  in  the  STEAM  disciplines.    

 They  also  agreed  upon  three  types  of  criteria  to  identify  successful  STEAM  schools:      

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• criteria  related  to  STEAM  outcomes      

o Student-­‐  and  school-­‐level  achievement  test  data  o interest  and  motivation  (joy  at  the  prospect  of  discovery)  o creativity  (a  culture  of  innovation)  o commitment  to  ethical  behavior  and  the  shared  interests  of  humanity  o ability  to  solve  problems    o ability  to  work  effectively  in  teams  o level  of  engagement  in  STEAM  activities  

 • criteria  related  to  STEAM-­‐focused  schools    

 o more  rigorous  curriculum  that  deepens  STEAM  learning  over  time  o more  instructional  time  devoted  to  STEAM  o more  resources  available  to  teach  STEAM  o teachers  who  are  more  prepared  to  teach  in  the  STEAM  disciplines  

 • criteria  related  to  STEAM  instruction  and  school-­‐level  practices  

 o free  and  low-­‐cost  web-­‐based  programs  o gaming  and  simulation  tools  including  NASA  and  NSF  resources    

 STEM  as  a  Liberal  Art      We  must  never  forget  what  the  STEAM  subjects  have  in  common  with  sister  disciplines  like  literature  and  history.  Yes,  they  help  us  get  good  jobs,  but  they  also  help  us  grasp  what  it  means  to  be  human  and  live  a  good  life.  That  is  why  STEAM  is  truly  among  the  liberal  arts.    -­‐  Linda  Rosen,  Change  the  Equation

    Excellent  reading  and  writing  skills  are  foundational  in  the  humanities—the  arts,  theater,  philosophy,  religion,  ethics,  and  world  languages.  But  more  and  more  the  humanities  are  crossing  over  into  many  other  content  areas.  Consider  the  impact  strong  reading  

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skills  can  have  in  a  math  course,  or  that  strong  writing  skills  can  have  in  a  science  class.  The  humanities  and  STEAM  really  do  go  hand  in  hand.  

Linda  Rosen,  Chief  Executive  Officer  of  Change  the  Equation,  makes  an  important  connection  between  STEAM  and  the  Liberal  Arts.  She  reminds  us  that  math  and  science,  and  not  just  literature,  art  and  philosophy,  have  long  been  counted  among  the  liberal  arts.  But,  she  also  warns  that  we  cannot  ignore  literature,  history,  and  art  to  focus  exclusively  on  STEAM  at  the  expense  of  other  disciplines.  We  must  provide  our  students  with  balanced  opportunities  to  help  create  a  new  generation  of  informed  citizens.  

She  raises  an  important  concern  about  high  school  math  and  science  requirements.  Almost  every  state  requires  high  school  graduates  to  have  taken  four  years  of  English,  but  only  18  states  require  four  years  of  math,  and  even  fewer  require  four  years  of  science.  Texas,  which  once  led  the  way  in  setting  rigorous  high  school  graduation  requirements,  recently  reduced  its  requirements  in  math  and  science  to  just  three  years  each.    

A  recent  film  from  the  American  Academy  of  Arts  and  Sciences,  The  Heart  of  the  Matter,  finds  that  all  people,  even  engineers  or  computer  scientists,  need  a  good  dose  of  the  arts  and  humanities  to  understand  the  human  significance  of  the  work  they  do.  The  film  also  stresses  that  we  need  to  build  an  education  system  that  goes  well  beyond  the  teaching  and  memorizing  of  facts  and  the  ability  to  regurgitate  those  facts  on  a  standardized  test.  We  need  to  give  the  students  of  today  a  well-­‐balanced  education  that  includes  all  factors,  including  STEAM  and  Humanities  to  create  well  rounded  members  of  the  work  force  and  society  tomorrow.  The  bottom  line  is  that  to  be  truly  valuable  members  and  innovators  in  our  society,  STEAM  students  must  graduate  with  an  appreciation  of  the  humanities,  and  social  science  students  must  graduate  with  an  understanding  of  STEAM.  

Another  study  from  the  American  Academy  of  Arts  &  Sciences,  Enclosed  in  a  College  Major,  confirms  a  common  fear:  humanities  majors  and  STEAM  majors  dwell  in  separate  academic  silos.  STEAM  majors,  especially  engineering  students,  take  few  humanities  courses,  the  data  show.  And  humanities  majors  take  even  fewer  STEAM  courses.  But  Hamman  (2013)  in  The  Chronicle  of  Higher  Education  stresses  that  the  importance  of  a  liberal  arts  education  for  all  students,  including  those  majoring  in  mathematics,  engineering,  or  computer  science.  

Lisa  Dolling,  an  associate  professor  of  philosophy  and  Dean  of  the  College  of  Arts  and  Letters  at  Stevens  Institute  of  Technology,  fully  believes  that  students  do  not  need  to  make  a  choice  between  humanities  and  more  “useful”  or  “professionally  lucrative”  fields,  like  science,  technology,  engineering,  and  mathematics.  Students  should  consider  the  ways  they  are  able  to  bring  together  humanities  and  STEAM  disciplines  (along  with  business,  and  other  non-­‐humanities  disciplines)  in  dialogue  and  collaboration.  Rather  than  "either/or"  it  should  be  "together/with."  

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Building  Ownership  in  Your  Local  STEAM  Initiative:  Create  a  Local  STEAM  Map    

Create  a  Gmail  account    

 http://mail.google.com/mail/help/open.html  

Use  my  tutorial  on  how  to  create  a  personalized  Google  Map    

 http://googletreks.org/tutorial/  

Add  a  title.   Sample  Title:  STEAM  Resource  Map  for  Anytown,  USA  

Add  a  description.  Sample  Description:  This  map  shows  the  location  of  community  resources,  programs  and  experts  to  help  with  our  STEAM  Initiative.  

Add  a  pushpin  to  show  the  location  of  your  school  

 

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Add  pushpins  to  show  locations  of  local  STEAM  experts  and  resources.  Continue  adding  pushpins  to  populate  your  map  with  more  STEAM  resources  and  experts.  Be  sure  to  click  on  “Save”  when  you  are  finished.  

   

Click  on  “Collaborate”  to  invite  colleagues  to  add  more  resources  to  the  map.    

Click  on  the  Link  Icon.  A  dialog  box  will  appear  with  the  link  to  your  STEAM  Map.    Email  the  link  to  colleagues,  or  add  the  link  to  your  website  so  others  can  view  your  STEAM  Map!    

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STEM/STEAM Lessons  

 Reaffirming  and  strengthening  America's  role  as  the  world's  engine  of  scientific  discovery  and  technological  innovation  is  essential  to  meeting  the  challenges  of  this  century.  That's  why  I  am  committed  to  making  the  improvement  of  STEAM  education  over  the  next  decade  a  national  priority.    President  Barack  Obama  

   

Principles  for  Developing  STEM/STEAM  Lessons    The  Change  the  Equation  website  offers  a  list  of  principles  they  use  for  including  resources  in  their  database.  Below,  I  have  applied  these  principles  to  developing  STEAM  lessons.    

   For  best  results,  form  an  interdisciplinary  team  of  teaching  colleagues  (you  might  include  an  engineer  in  this  group  as  well)  and  tackle  some  of  these  questions.  They  are  in  random  order.    

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Why  do  our  students  need  STEAM  lessons?  What  added  value  do  STEAM  lessons  provide?    Possible  answers:      

• Science  is  the  one  subject  that  encompasses  everything  in  life  and  helps  students  be  curious,  ask  questions,  and  make  connections  as  to  why  the  world  exists  as  it  does.  

• A  successful  STEAM  education  provides  students  with  science,  math,  and  engineering/technology  in  sequences  that  build  upon  each  other  and  can  be  used  with  real-­‐world  applications.  

• STEAM  education  creates  critical  thinkers,  increases  science  literacy,  and  enables  the  next  generation  of  innovators.  This  innovation  and  science  literacy  depends  on  a  solid  knowledge  base  in  the  STEAM  areas.  

• Most  jobs  of  the  future  will  require  a  basic  understanding  of  math  and  science.  Ten-­‐year  employment  projections  by  the  U.S.  Department  of  Labor  show  that  of  the  20  fastest  growing  occupations  projected  for  2016,  15  of  them  require  significant  mathematics  or  science  preparation.      

What  do  our  students  need  to  learn?      Possible  answers:    

• STEAM  thinking  and  engineering  process  skills  • Specific  content  knowledge  in  math  and  science    • Real  world  problems  that  use  math  and  science  to  solve  the  problems  

 What  students  are  we  targeting  with  this  lesson?      Possible  answers:      

• All  students  need  to  become  more  critical  thinkers  and  problem-­‐solvers.    • However,  we  might  target  groups  that  are  underrepresented  in  STEAM  fields,  

such  as  girls,  non-­‐native  speakers  or  low-­‐income  students.      

How  will  we  involve  students  in  learning  through  inquiry  and  hands-­‐on  learning?      Possible  answers:      

• Create  curriculum  that  requires  students  to  pose  relevant  questions,  seek  multiple  possible  explanations,  test  those  explanations,  and  evaluate  the  results.  

• Create  curriculum  that  offers  open-­‐ended  research  activities.  

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• Students  need  to  know  that  it’s  okay  not  to  get  the  right  answer.  They  often  learn  more  from  what  doesn’t  work  than  from  what  does  work.    

• Encourage  students  to  rethink,  redesign,  and  keep  on  working  to  improve  a  solution.  Google  calls  this  concept  iteration.  They  improve  the  algorithm  for  their  search  engine  over  600  each  year.  

 Do  our  lessons  include  a  focus  on  21st-­‐century  skills  (more  recently  referred  to  as  digital-­‐age  learning  skills)?  Do  we  even  know  what  these  skills  are?        Possible  answers:    

• Ask  business  leaders  in  your  community  what  skills  their  future  employees  need.  • Refer  to  the  research  conducted  by  the  Partnership  for  21st  Century  Skills  and  

The  Great  Schools  Partnership  (as  summarized  below).    

   

Core  Subjects  and  21st  Century  Themes    

• Mastery  of  core  subjects  and  21st  century  themes  is  essential  to  student  success.  Core  subjects  include  English,  reading  or  language  arts,  world  languages,  arts,  mathematics,  economics,  science,  geography,  history,  government  and  civics.  In  addition,  schools  must  promote  an  understanding  of  academic  content  at  much  higher  levels  by  weaving  21st  century  interdisciplinary  themes  into  core  subjects:    

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o Global  Awareness  o Financial,  Economic,  Business  and  Entrepreneurial  Literacy  o Civic  Literacy  o Health  Literacy    o Environmental  Literacy  

 Learning  and  Innovation  Skills    

• Learning  and  innovation  skills  are  what  separate  students  who  are  prepared  for  increasingly  complex  life  and  work  environments  in  today’s  world  and  those  who  are  not.  They  include:      

o Creativity  and  Innovation  o Critical  Thinking  and  Problem  Solving  o Communication  and  Collaboration  

 Information,  Media  and  Technology  Skills    

• Today,  we  live  in  a  technology  and  media-­‐driven  environment,  marked  by  access  to  an  abundance  of  information,  rapid  changes  in  technology  tools  and  the  ability  to  collaborate  and  make  individual  contributions  on  an  unprecedented  scale.  Effective  citizens  and  workers  must  be  able  to  exhibit  a  range  of  functional  and  critical  thinking  skills,  such  as:    

o Information  Literacy  o Media  Literacy    o ICT  (Information,  Communications  and  Technology)  Literacy    

 Life  and  Career  Skills    

• Today’s  life  and  work  environments  require  far  more  than  thinking  skills  and  content  knowledge.  The  ability  to  navigate  the  complex  life  and  work  environments  in  the  globally  competitive  information  age  requires  students  to  pay  rigorous  attention  to  developing  adequate  life  and  career  skills,  such  as:    

o Flexibility  and  Adaptability    o Initiative  and  Self-­‐Direction  o Social  and  Cross-­‐Cultural  Skills    o Productivity  and  Accountability    o Leadership  and  Responsibility  

 The  Great  Schools  Partnership  <  http://www.greatschoolspartnership.org/>  states  that  although  the  specific  skills  deemed  to  be  21st  century  skills  may  be  defined,  categorized,  

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and  determined  differently  from  person  to  person,  place  to  place,  or  school  to  school,  the  term  does  reflect  a  general  consensus.  The  following  list  provides  a  brief  illustrative  overview  of  the  knowledge,  skills,  work  habits,  and  character  traits  commonly  associated  with  digital-­‐age  skills:    

• Critical  thinking,  problem  solving,  reasoning,  analysis,  interpretation,  synthesizing  information  

• Research  skills  and  practices,  interrogative  questioning  • Creativity,  artistry,  curiosity,  imagination,  innovation,  personal  expression  • Perseverance,  self-­‐direction,  planning,  self-­‐discipline,  adaptability,  initiative  • Oral  and  written  communication,  public  speaking  and  presenting,  listening  • Leadership,  teamwork,  collaboration,  cooperation,  virtual  workspaces  • Information  and  communication  technology  (ITC)  literacy,  media  and  internet  

literacy,  visual  interpretation,  data  interpretation  and  analysis,  computer  programming  

• Civic,  ethical,  and  social-­‐justice  literacy  • Economic  and  financial  literacy,  entrepreneurialism  • Global  awareness,  multicultural  literacy,  humanitarianism  • Scientific  literacy  and  reasoning,  the  scientific  method  • Environmental  and  conservation  literacy,  ecosystems  understanding  • Health  and  wellness  literacy,  including  nutrition,  diet,  exercise,  and  public  health  

and  safety  

 What  information  and  expertise  do  we  need  to  create  STEAM  lessons?  Where  can  we  gain  knowledge  and  skills?      Possible  answers:    

• Take  time  to  research  information  about  STEAM  and  STEAM  lessons.    • Gain  a  deeper  knowledge  of  the  engineering  topics  you  want  to  build  the  STEAM  

lessons  around.    • Explore  the  technology  possibilities.    • Attend  workshops  and  classes  on  STEAM  education.  • Start  small,  experiment,  get  feedback  from  your  students,  revise,  and  keep  

working.  • Use  the  same  iteration  process  you  want  your  students  to  use.  

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How  will  we  gather  data  on  the  effectiveness  of  these  lessons?      Possible  answers:    

• Continuously  collect  data  by  observing:  o how  the  students  interact  with  the  project  o what  questions  they  come  up  with  o how  they  approach  solving  problems  o their  level  of  engagement  o their  level  of  collaboration  (i.e.  teamwork  is  a  part  of  STEAM.)    

• Use  written  assessments  to  determine  their  mastery  of  STEAM  content  • Collect  data  about  the  problem-­‐solving  approaches  and  habits  of  mind  students  

build  while  engaging  in  the  work  of  learning.    Are  our  lessons  written  so  that  other  teachers  can  understand  and  replicate  them?      Possible  answers:    

• Be  sure  your  lessons  include  enough  detail  and  specific  resources  that  other  teachers  can  use  them  successfully.  

• Avoid  educational  jargon.    • Describe  outcomes  in  specific  terms.  • Ask  colleagues  to  provide  you  feedback  before  distributing  lessons  to  others.  

 Do  we  have  the  conditions  and  support  in  place  for  the  lessons  we  are  writing?      Possible  answers:    

• Before  implementing  the  lesson,  consider:    o the  number  of  days  the  lesson  will  take  o the  equipment  you  will  need    o any  outside  help  from  parents  or  businesses  that  you  will  need    o If  you  lack  equipment  or  resources,  you  have  a  solid  reason  to  

communicate  with  parents,  administrators,  colleagues,  IT  personnel,  or  businesses.  

 How  will  we  communicate  and  share  these  lessons?      Possible  answers:    

• Add  them  to  your  school  repository  of  STEAM  lessons  • Submit  them  to  educational  journals  seeking  well  developed  lessons  • Submit  them  to  educational  websites  seeking  well  developed  lessons  

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• Create  a  digital  newsletter  with  your  lesson  plans  and  distribute  it  electronically  to  colleagues  

• Create  a  website  and  place  your  STEAM  lessons  online  for  other  teachers  to  use  • Invite  other  teachers  into  your  classroom  to  watch  you  teach  a  well  developed  

STEAM  lesson    

In  what  ways  are  our  lessons  relevant  to  today’s  society?    Possible  answers:    

• Develop  lessons  in  which  you  and  your  students  interact  with  real  professionals:  engineers,  architects,  scientists,  mathematicians,  etc.!    

• Develop  lessons  in  which  student  solve  real-­‐world  problems  such  as:  o Studying  cafeteria  food  to  see  if  it  can  be  more  healthy  o Increasing  recycling  at  your  school  o Decreasing  water  usage  in  drought  areas  o Building  a  school  garden  and  using  math  calculations  to  determine  the  

size  of  the  garden,  how  many  plants  to  put  in,  expected  harvest,  etc.  • Develop  lessons  where  students  collect  data,  analyze  the  data,  and  share  their  

analyses  with  other  classrooms    Where  will  the  teamwork  component  of  STEAM  come  in?    Possible  answers:    

• Use  collaborative  teams  whenever  possible.  • Set  specific  team  goals  and  expectations  and  realistic  timelines  for  reaching  the  

goals.  • Use  a  timer  in  your  classroom  for  all  team  work.    • Create  cross  grade  level  or  cross  content  area  teams  to  accomplish  certain  goals.  • Give  students  opportunities  to  learn  how  and  when  to  both  lead  a  group  and  

listen  to  their  peers.  • Help  students  discover  the  value  of  what  they  can  accomplish  when  they  work  

together  to  complete  a  task.  • Require  students  to  use  a  process  rubric  to  reflect  on  their  collaboration  skills.  

 How  do  we  demonstrate  to  ourselves  and  to  our  students  that  the  question  is  often  more  important  than  the  answer  in  STEAM  lessons?    Possible  answers:    

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• Coming  up  with  the  right  question  involves:    o vigorously  thinking  through  the  problem;  o investigating  it  from  various  angles;  o turning  closed  questions  into  open-­‐ended  ones;  and  o prioritizing  which  are  the  most  important  questions  to  get  at  the  heart  of  

the  matter  • View  yourself  as  a  facilitator  or  co-­‐learner,  not  a  dispenser  of  knowledge  • When  students  are  engaged  in  deciding  what  question  to  answer,  they  will  also  

be  invested  in  discovering  the  answer.    

STEM/STEAM  Strategies  and  Techniques    You  For  Youth  <  https://www.y4y.ed.gov/>  suggests  that  teachers  choose  overall  strategies  and  specific  techniques  that  fit  their  students,  their  resources,  their  timeline,  the  time  they  have  available,  and  the  experience  and  expertise  of  their  staff.  Schools  can  use  multiple  strategies  at  the  same  time,  or  use  different  strategies  at  different  times.  Over  the  course  of  the  year,  for  example,  teachers  may  move  from  less  intensive  to  more  intensive  programming  for  STEAM.        The  most  important  step  is  to  make  STEAM  an  integral  part  of  the  ongoing  program.  To  help  you  with  this  process,  You  For  Youth  has  developed  a  checklist  to  evaluate  key  strategies  and  techniques  that  teachers  might  use  to  STEAMify  their  classrooms.  Evaluate  each  of  these  from  the  standpoint  of  your  program,  feasibility,  and  time,  and  commit  to  increasing  STEAM  in  both  the  short  and  long  terms.    

Increase  STEAM  Exposure  with  Everyday  Activities   Readily  Doable  

Somewhat  Complex  

Chal-­‐lenging  

Provide  simple  materials  such  as  blocks,  boxes,  measuring  spoons,  cups,  graph  paper,  construction  paper,  scissors,  shapes,  and  puzzles  

     

Set  up  activity  centers  for  explorations  with  varied  materials  or  structured  activity  kits  

           

Use  STEAM  vocabulary  regularly              Ask  questions  to  probe  for  explanations  and  reasons              Talk  with  teachers  about  school  STEAM  activities  &  content                Provide  measuring  materials  such  as  scales,  rulers,  tape  measures,  thermometers  and  activities  for  using  them  

     

Provide  materials  such  as  clocks,  calendars,  charts,  graphs,  weather  and  seasonal  vocabulary  

     

Provide  construction  materials  such  as  straws,  toothpicks,  sticks,  tape  measures,  paper,  tape,  glue,  and  string,  and  create  building  challenges  

     

Schedule  regular  guessing  games  and  mental  puzzles        

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Create  snack  committee  to  handle  quantities,  nutrition  reports,  taste  surveys,  budgets,  or  other  

     

Create  program  of  field  trips  to  outdoor  sites        Create  program  of  guest  presenters  on  STEAM  related  jobs        Schedule  visits  to  museums  and  science  centers        Get  copies  of  textbooks/reading  materials  to  keep  on  hand              Augment  library  and  computer  use  with  STEAM-­‐related  books,  magazines,  and  websites  

     

Other:        Other:        

 

Connect  STEAM  Content  with  School  Content   Readily  Doable  

Somewhat  Complex  

Chal-­‐lenging  

Know  each  participant’s  school,  and  list  names  and  contacts              Set  up  contacts  with  science,  math,  and  technology  teachers  in  students’  schools  

     

Obtain  copies  of  standards  or  school  goals  for  STEAM        Work  with  staff  to  pinpoint  standards  to  target  in  the  program  

     

Review  activities  and  projects  for  ways  to  include  STEAM  objectives  based  on  standards  

     

Provide  classroom  teachers  with  evidence  of  students’  STEAM  activities  in  afterschool    

           

Ask  teachers  for  recommendations  for  websites,  projects,  or  other  materials  

     

Include  afterschool  staff  in  STEAM  professional  development  provided  by  schools    

           

Get  lists  of  key  vocabulary,  terminology,  and  questions  to  incorporate    

           

Target  oral  vocabulary  development  for  all,  with  particular  attention  to  English  language  learners    

           

Obtain  curriculum,  textbooks,  and  other  reading  and  reference  materials  

           

Let  teachers  know  STEAM  homework  projects  can  be  supported  in  afterschool    

           

Attend  school  STEAM  events,  such  as  science  fairs;  invite  teachers  to  afterschool  STEAM  presentations  and  events  

     

Observe  what  children  are  working  on  for  STEAM  homework;  discuss  with  students  and  ask  for  explanations  and  thoughts  

     

Other:        Other:        

   

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Dedicating  Time  to  STEAM    When  will  you  schedule  STEAM?    Keeping  simple  basic  STEAM  materials  available  should  be  the  everyday  norm.  In  addition,  many  STEAM  elements  can  be  worked  into  the  day  during  snack,  recess,  homework,  or  physical  education:      

• During  snack  time,  student  committees  can  present  weather  and  news  reports  (including  vocabulary,  measurement,  presenting  data,  giving  reasons),  conduct  surveys,  and  manage  distributions  and  menus.    

• During  recess,  students  can  use  manipulatives  or  puzzles  that  need  big  spaces  and  lots  of  physical  activity  

• During  homework  time,  students  can  do  hands-­‐on  projects  to  supplement  classroom  learning,  or  homework  time  can  begin  with  mental  math  contests,  puzzles,  or  guessing  games.  Homework  is  also  a  good  time  for  vocabulary  expansion  and  questioning.    

• Physical  education  can  include  sports  stats,  outdoor  explorations,  counting,  and  measurement,  and  enrichment  time  is  wide  open  for  a  range  of  exciting  options.  

 What  can  you  include?    SNACK    

 HOMEWORK    

 ENRICHMENT    

 PHYSICAL  ACTIVITY    

 OTHER    

   How  often  can  you  schedule  STEAM  activities?  You  can  plan  to  have  activity  centers  available  every  day,  plus  one  day  a  week  for  more  in-­‐depth  projects  or  club  time.  Or  you  may  have  dedicated  lesson  or  project  time  two  or  more  times  per  week.  The  key  is  to  map  out  times  and  maximize  opportunities  to  bring  in  STEAM.    MONDAY   TUESDAY   WEDNESDAY   THURSDAY   FRIDAY                                                      

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Planning  a  STEAM  Activity  Center    Setting  up  and  rotating  Activity  Centers  as  a  regular  part  of  your  program  is  a  quick  way  to  support  STEAM-­‐centered  independent  explorations.      Well-­‐planned  activity  centers  engage  students  in  hands-­‐on,  independent  exploration  and  learning  targeted  to  specific  objectives.  Students  can  participate  in  developing  ideas  and  materials  for  centers,  and  in  setting  them  up  and  managing  them.    Centers  may  be  an  area  of  the  room,  or  simply  activities  kept  in  shoeboxes  and  worked  with  on  a  table.  Experiment  with  making  several  different  activities  available  at  the  same  time  for  students  to  move  among  freely.      Center  Starter  Ideas      

• Time:  Calendars  to  customize,  daily  and  weekly  schedules  with  dates  and  times,  clocks  and  watches  to  play  with  and  take  apart,  appointment  books  (K-­‐3)    

• Money:  Penny  jar,  pennies,  play  money,  menus,  catalogs,  store  items  (K-­‐3)    

• Money:  Balancing  a  checkbook,  budgeting  (5  and  up)      

• Measuring:  Measuring  cups,  measuring  spoons,  containers  of  different  sizes,  scale,  sand,  pebbles,  liquids  to  measure  (K-­‐3)    

• Measuring:  designing  a  garden  or  room  (K-­‐6)      

• Sorting:  Mixed  bead,  button,  or  bead  collections  for  sorting,  estimating,  counting  (different  colors,  sizes,  shapes)  (K-­‐3)    

• Building:  Blocks,  Legos,  paper  cups,  cardboard,  straws,  twist-­‐ties  to  construct  two-­‐  and  three-­‐dimensional  shapes  (K-­‐4)    

• Building:  straws,  tape,  scissors,  papers,  graph  paper,  paint  with  challenges  (3-­‐6)      

• Building:  plywood,  wood  scraps,  tools,  electronics  equipment  (5-­‐6)    

• Puzzles:  All  grades  with  increasing  complexity    

• Shapes:  Posters  with  shapes,  crayons,  pencils,  construction  paper,  graph  paper,  different  sizes  of  triangles,  squares,  rectangles,  and  circles,  two-­‐  and  three-­‐dimensional  shapes  and  objects  to  trace,  draw,  cut  out,  and  play  with  (K-­‐3)    

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• Patterns  and  rhythms:  Rhythm  instruments  to  beat  out  patterns,  paper  for  students  to  write  beat  patterns  in  symbols  for  others  to  follow  (e.g.,  a  =  short  tap,  b  =  long  tap).  (2-­‐4)    

• STEAM  Experiments  and  building  kits:  Gather  materials  for  experiments  and  make  them  available  regularly.  Also  include  building  kits  such  as  model  airplanes  and  boats,  paper  airplanes,  etc.  (2-­‐6)  

 STEAM  Activity  Center  Planner    

Description/theme  of  center:    

STEAM  area  focus  (check  all  that  apply)    

____  Science:  Life  sciences    ____  Science:  Physical  sciences  ____  Technology  ____  Engineering  ____  Arts        ____  Math      ____  Other:  _______________________________________  

Learning  objectives  and  purpose:    

Number  of  users  at  one  time  

___  Individual  work    ___  Pairs    ___  Small  groups    ___  Any  

Instructions    ___  Clearly  written  for  users  to  understand  ___  Needs  to  be  explained  or  demonstrated  ___  Users  can  explain  to  each  other  

Availability        

___  Always      ___  Days/times  ________________________  ___  Homework  ___  By  request  

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Supervision  

___  None,  general  only    ___  Periodic  check  ___  Demonstrations  and  explanations  needed  ___    Active  supervision  

Extensions  and  support    

Additional  resources  needed:    Expert  contacts:      Additional  materials  needed:    

Supplies  needed    

Instruction  card  or  paper  to  include:    Materials,  tools,  equipment:    

Observation  Checklist    

___  Actively  used    ___  Instructions  clear,  little  supervision  needed    ___  Used  by  all  participants    ___  Positive  outcomes    ___  Meeting  objectives    

Comments,  changes,  extensions:      

 

 

Tap  Into  Community  and  Internet  Resources    Think  broadly  about  resources  in  your  building  and  local  area,  partners  and  organizations,  sources  of  materials,  activities,  projects,  and  curriculum,  and  the  vast  amount  available  on  the  Internet.  Even  your  own  building,  play  yard,  or  street  is  loaded  with  opportunities  for  STEAM!    Consider  developing  and  tapping  resources  with  students,  with  STEAM  projects  such  as:    

• Research,  identify  and  invite  speakers  in  STEAM  fields  to  your  school  • Identify  local  experts  to  invite  to  lead  a  special  program    • Plan,  budget,  and  conduct  fundraisers  for  field  trips  • Research  and  map  local  habitats  to  explore  or  conduct  inquiry  projects  • Build  inquiry  projects  around  particular  sites  (such  as  hospitals  or  laboratories)  

or  systems  (such  as  water  and  sewer)  

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Below  is  a  list  of  some  of  the  opportunities  you  may  have  in  your  community.  Delete  those  that  are  unavailable  and  add  others  that  are  specific  to  your  community.    Places  to  Visit  to  Encourage  STEAM  Awareness  and  STEAM  Thinking  

Have  access  

Will  seek  

Aquariums      Science  museums  and  planetariums      University  laboratories      High  school  science  and  technology  labs      Technology  centers      Zoos,  botanical  gardens      Hospitals,  clinics,  medical  laboratories      Other:      Other:      Exploring  in  the  City/Town      Parks,  playgrounds,  street  trees,  tree  pits,  rocks      Animal  life  (birds,  insects,  worms,  pets,  squirrels,  rats,  mice)      Animal  shelters  and  veterinarians      Water,  sewer,  and  sanitation  systems        Construction  sites,  bridges      Gas,  electric,  and  communication  systems      Factories,  machine  shops,  auto  repair      Other:      Other:      Exploring  in  the  Country      Ponds,  lakes,  streams,  oceans,  tide  pools      Fields,  woods,  pastures      Farms,  animal  breeders,  feed  stores      Farmers,  veterinarians,  animal  hospitals      School  grounds,  playing  fields,  buildings      Other:      Other:      People  and  Expertise        Parents,  family  members  with  STEAM-­‐related  jobs      Parents,  family  members  who  are  scientists,  engineers,  architects,  doctors,  laboratory  technicians,  computer  engineers,  software  developers,  graphic  designers  or  other  STEAM  professions  

   

Digital  game  and  software  developers      University  faculty  or  students  with  STEAM  expertise      Science  center  or  museum  personnel      Other:      Other:      

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The  Maker  Education  Initiative  <makered.org>    An  initiative  accompanying  the  STEAM  initiative  is  the  Maker  Education  Initiative  whose  mission  is  to  create  more  opportunities  for  young  people  to  develop  confidence,  creativity,  and  interest  in  science,  technology,  engineering,  math,  art,  and  learning  as  a  whole  through  making.    Sylvia  Libow  Martinez  and  Gary  Stager  have  developed  eight  elements  of  good  Maker  Projects.  These  eight  elements  can  also  serve  as  guidelines  for  developing  STEAM  lessons.  As  you  write  lessons,  answer  the  questions  posed  in  each  of  the  eight  areas.  These  include:    

• Purpose  and  Relevance.  Is  the  project  personally  meaningful?  Does  the  project  prompt  intrigue  in  the  learner  enough  to  have  him  or  her  invest  time,  effort,  and  creativity  in  the  development  of  the  project?      

• Time.  Sufficient  time  must  be  provided  for  learners  to  plan,  execute,  debug,  alter,  expand,  and  edit  their  projects.  Class  time  affords  students  equal  access  to  expertise  and  materials;  projects  may  also  need  sufficient  out-­‐of-­‐school  time.      

• Complexity.  The  best  projects  combine  multiple  subject  areas  and  call  upon  the  prior  knowledge  and  expertise  of  each  student.  Best  of  all,  serendipitous  insights  and  connections  to  big  ideas  lead  to  the  greatest  payoff  for  learners.      

• Intensity.  Children  have  a  remarkable  capacity  for  intensity  that  is  rarely  tapped  by  the  sliced-­‐and-­‐diced  curriculum.  Projects  provide  an  outlet  for  the  exercise  of  that  intensity.  Think  about  how  long  kids  can  spend  mastering  a  video  game,  reading  a  favorite  book  series,  memorizing  the  attributes  of  Pokémon,  or  building  a  tree  house,  and  you  have  a  good  template  for  successful,  project-­‐based  learning.    

 

 

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• Connection.  In  great  projects,  students  are  connected  to  each  other,  experts,  multiple  subject  areas,  powerful  ideas,  and  the  world  via  the  Internet.  The  lessons  learned  during  interpersonal  connections  that  are  required  by  collaborative  projects  last  a  lifetime.  While  there  is  some  merit  in  organizing  student  groups  to  “teach”  collaboration,  a  teacher  can  hope  to  create  a  more  natural  environment  in  which  students  collaborate  (or  do  not)  based  on  their  own  needs.  Collaboration  may  consist  of  observing  a  peer,  asking  a  quick  question,  or  by  working  with  the  same  teammates  for  the  duration  of  a  project.    

• Access.  Students  need  anytime-­‐anywhere  access  to  a  wide  variety  of  concrete  and  digital  materials.  Personal  student  laptops  make  this  possible,  but  we  also  need  to  think  about  the  quality  and  quantity  of  craft  materials,  books,  tools,  hardware,  software,  and  Internet  access  that  allows  learners  to  follow  paths  we  may  never  have  anticipated.  When  non-­‐consumable  materials  are  used,  such  as  LEGO  bricks,  a  sufficient  quantity  is  necessary  to  ensure  that  students  have  everything  they  need  for  their  projects  and  can  leave  the  finished  products  together  long  enough  for  others  to  learn  from  them.  The  last  thing  you  want  is  one  student  cannibalizing  a  classmate’s  work  during  project  creation.      

• Shareability.  This  is  the  big  idea  of  project-­‐based  learning!  Students  need  to  make  something  that  is  shareable  with  others.  This  provides  a  great  deal  of  motivation,  relevance,  perspective  making,  reciprocal  learning,  and  an  authentic  audience  for  the  project.  “A  project  is  something  you  want  to  share”  is  a  sufficient  definition  for  learners  of  all  ages.      

• Novelty.  Few  project  ideas  are  so  profound  that  every  child  needs  to  engage  in  its  development  in  every  class,  or  year  after  year.  Yes,  that  means  that  it  may  be  time  to  rethink  the  annual  marshmallow  adobe  project.  If  one  student  makes  a  fantastic  discovery  during  a  project,  others  can  learn  from  it  without  slavishly  repeating  the  steps  of  the  pioneering  student.  In  a  healthy  community  of  practice,  learning  continues  and  knowledge  is  shared  naturally  without  coerced  repetition.  

     

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Online  Resources  for  Starting  Maker  Programs,  Clubs,  and  Spaces    

The  Exploratorium’s  Tinkering  Studio  website    http://www.tinkering.exploratorium.edu    New  York  Hall  of  Science’s  Design  Make  Play’s  Maker  Program  Blueprint  http://dmp.nysci.org/    Lighthouse  Community  Charter  Schools’  Creativity  Lab    http://lighthousecreativitylab.org/    Intel  Start  Making!  @  Clubhouses  Session  Guide  (v.1    April  2014)    https://www.dropbox.com/sh/u8wryridm3rhdr6/Ohf9zTb8nN    Price  Middle  School  Maker  Club  website,  including  tips  on  running  a  maker  club  and    library  http://www.cambriansd.org/price/schertler    The  Washington  Maker  Workshop  website,  a  non  profit  maker-­‐space  in  the  low-­‐income  Washington  Neighborhood  of  San  Jose  http://www.washingtonmakerworkshop.org    Maker  Ed’s  Young  Makers  Maker  Club  Playbook  http://youngmakers.org/resources/playbook/    Maker  Corps  Member's  programs  from  Makerspace  @  The  Tech  in  2013  http://www.thetech.org/partnership-­‐programs-­‐tech/makerspace-­‐tech    

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Resources  for  Finding  Ideas,  Projects,  and  Inspiration  for  Maker  Projects    

Makezine  http://makezine.com    Instructables  http://www.instructables.com    Design  Squad  with  KQED  http://pbskids.org/designsquad    Hi-­‐Low  Tech  Media  Lab  at  MIT  http://highlowtech.org    Thingiverse  http://www.thingiverse.com    Future  Cities  Paper  Robot  Templates  http://paolaguimerans.com/hellotsinghua/?cat=9  http://www.flickr.com/photos/leahbuechley/sets/72157608626823423/    Paper  Circuits  Conductive  Dye  http://openmaterials.org  http://paolaguimerans.com/hellotsinghua/?cat=4    Course  Design  http://www.coetail.com/online12-­‐13/category/course-­‐1/    Binary  Math  for  Computers  at  eGFI  Engineering  Projects  http://teachers.egfi-­‐k12.org/bits-­‐binary/    100  Kid  Engineering  Projects  http://constructionmanagementdegree.org/blog/2010/100-­‐awesome-­‐engineering-­‐projects-­‐for-­‐kids/    Engineering  for  youth  curriculum  http://opas.ous.edu/Work2009-­‐2011/OST/COSEY%20CURRICULUM%202011.pdf    MESA  High  School  Lessons  http://azmesa.arizona.edu/sites/azmesa.arizona.edu/files/Lesson%20Plans%20Master-­‐HS.pdf    

   

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  41  

AMPS  at  NYU  POLY  Applying  Mechatronix  is  to  Promote  Science  http://gk12.poly.edu/amps-­‐cbri/html/resources/classroom.html?groovybtn1=Physics+%3E%3E#High%20    PhysicsDesign  Thinking  for  Educators  http://www.designthinkingforeducators.com/    Simple  Machines    http://wveis.k12.wv.us/Teach21/public/Iguide/Iguide.cfm?action=V1&tsele1=3&tsele2=107&tsele3i=1    Castilleja  School’s  Bourn  Idea  Lab’s  Pinterest  Board  http://www.pinterest.com/bournidealab    Air  Rocket  Works  http://www.airrocketworks.com/    SquishyCircuits  http://courseweb.stthomas.edu/apthomas/SquishyCircuits  http://www.makershed.com/Squishy_Circuits_Kit_p/mksc1.htm    Installing  Linux  OS  to  revitalize  old  PCs  http://lubuntu.net/    LED  Throwies  https://www.youtube.com/watch?v=YjTP_T-­‐wR9w  

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Learning by Doing Develops STEM/STEAM Problem Solving  

 

 Tell  me  and  I  will  forget.    Show  me  and  I  may  remember.    Involve  me  and  I  will  understand.    

 Chinese  Proverb  

 

Learning  by  Doing    Think  back  to  your  youth.  How  did  you  learn  to  speak?  How  did  you  learn  to  ride  a  bicycle?  How  did  you  learn  to  swim?  How  did  you  learn  to  share  with  others?  How  did  you  learn  to  drive  a  car?  We  learned  by  doing!    Many  organizations  effectively  use  this  learn-­‐by-­‐doing  model.  They  include  4H,  Boy  Scouts,  Girl  Scouts,  Expeditionary  Learning,  Service  Learning,  homeschoolers,  and  many  more  formal  and  informal  organizations.  The  learn-­‐by-­‐doing  approach  allows  learners  to  experience  something  with  minimal  guidance  from  an  adult.  Instead  of  being  told  “the  answers,”  they  are  presented  with  a  question,  problem,  situation,  or  activity  which  they  must  make  sense  of  for  themselves.  Learning  by  doing  is  often  called  experiential  learning  because  it  is  based  on  learning  from  experiences.    One  of  the  leading  proponents  of  instructional  theory,  Roger  Schank,  writes  “life  requires  us  to  do,  more  than  it  requires  us  to  know,  in  order  to  function.  It  makes  more  sense  to  teach  students  how  to  perform  useful  tasks.  There  is  only  one  effective  way  to  teach  someone  how  to  do  anything,  and  that  is  to  let  them  do  it.”  (1999).  The  most  important  goal  of  this  theory  is  to  “foster  skill  development  and  the  learning  of  factual  information  in  the  context  of  how  it  will  be  used”  (Schank  et  al,  1999).  

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  43  

 The  diagram  below  shows  the  learning-­‐by-­‐doing  process  employed  by  the  Rutgers  Cooperative  Extension  4H  Leader  Training  Series:    

 

 The  skills  developed  through  this  learn-­‐by-­‐doing  approach  help  our  students  become  self-­‐directing,  productive,  contributing  members  of  society  with  the  following  skill  sets:    

• Learning  Skills    

o capitalizing  on  curiosity  o coping  with  change  o identifying  sources  of  knowledge  o developing  psychomotor  skills  (strength  and  endurance,  coordination,  

and  precision).    

• Decision  Making  Skills    

o assessing  needs  and  interests    o using  resources  (time,  energy,  talents,  and  money)  wisely  o establishing  goals  and  priorities  

 • Communication  Skills  

 o being  open  to  others’  points  of  view  o negotiating  o managing  conflict  

 

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  44  

 • Life  Skills  

 o understanding  and  respecting  others    o developing  tact  and  diplomacy  o making  friends  o helping  others  in  a  manner  that  respects  their  values  and  concerns  o accepting  responsibilities  for  individual  and  group  goals  o participating  responsibly  and  collaboratively  in  group  activities  

The  Problem-­‐Solving  Process    As  part  of  the  problem-­‐solving  process,  students  use  concrete  materials  as  aids  in  modeling  concepts,  formulating  relationships,  and  improving  understanding.  These  hands-­‐on  manipulatives:    

• make  students’  mathematical  and  scientific  thinking  visible,  so  that  everyone  can  see  it,  talk  about  it,  and  learn  from  it;  

• provide  a  context  for  developing  mathematical  and  scientific  concepts;  • help  students  explore,  think  about,  and  talk  about  mathematics,  science,  

technology,  and  engineering;  • help  students  construct  meaning  and  see  patterns  and  relationships;  • allow  students  more  easily  to  test,  revise,  and  confirm  their  reasoning;  • help  students  make  connections  between  concepts  and  symbols;  • help  students  talk  about  STEAM,  with  the  result  that  teachers  have  a  basis  for  

assessing  students’  understandings.      It  is  important  that  manipulatives  be  linked  with  other  representations  of  mathematical  or  scientific  problems  or  concepts.  The  ultimate  goal  of  using  manipulatives  is,  first,  to  make  a  concept  more  accessible  to  the  student,  and  then  to  help  the  student  understand  the  link  between  such  concrete  representations  and  their  symbolic  or  numerical  counterparts.  For  example,  students  could  be  given  the  following  problem:    Ruth  had  8  pencils.  She  bought  4  more.  How  many  did  she  have  altogether?    

 

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We  learn  things  by  doing!  So  as  teachers,  we  must  provide  as  many  hands-­‐on,  learning-­‐by-­‐doing  activities  as  we  can.  We  need  to  gather  as  many  doing-­‐devices  as  we  can  in  our  classrooms.  A  list  of  possible  learn-­‐by-­‐doing-­‐devices,  many  of  these  are  available  very  inexpensively  at  dollar  stores,  follows:  

Learn-­‐By-­‐Doing  Devices/Tools  (in  Alphabetical  Order)    Attribute  Blocks  Baggies  Balls  of  Many  Sizes  Base  Ten  Blocks  Bathroom  Scale  Beads:  All  Shapes  &  Sizes  Bells  Building  Blocks  Buttons:  All  Shapes  &  Sizes  Calculators  Compass  Construction  Paper  Cotton  Balls  Crayons  Cuisenaire  Rods  Dice  Dominoes  Dried  Beans  Drinking  Straws  Duct  Tape  Fabric  Flashlights  Fraction  Circles  Geoboards  Geometric  Solid  Blocks  

 

Glue  and  Glue  Sticks  Graph  Paper  Hand  Tools  Kitchen  Scale  Kitchen  Timers  Lego  Blocks  Linking  or  Snapping  Cubes  Magic  Markers  Magnetic  Letters  Magnetic  Numbers  Magnetic  Words  Magnifying  Glass  Marbles  Masking  Tape  Measuring  Cups  Measuring  Spoons  Measuring  Tapes  Mirrors  &  Hinged  Mirrors  Money  Multicolored  Stickies  Number  Cubes  Number  Lines  Paint  and  Paint  Brushes  Paper  Clips  Paper  Cups  

   

Pasta    Pattern  Blocks  Pipe  Cleaners  Playing  Cards  Pocket  Charts  Popsicle  Sticks  Protractors  Puzzles  Rolling  Pins  Rubber  Bands  Rubber  Stamps  Rulers  Scissors  Scrap  Lumber  Spinners  Squirt  Bottles  Stop  Watches  String  Styrofoam  Balls  Styrofoam  Noodles  Tangrams  Thermometers  Toothpicks  Tweezers  Yarn  

 

 Add  others  you  can  think  of  below:        

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  46  

Questioning Techniques

Education  at  all  levels  in  science,  technology,  engineering,  and  mathematics—STEAM—develops,  preserves,  and  disseminates  knowledge  and  skills  that  convey  personal,  economic,  and  social  benefits.  Higher  education  provides  the  advanced  work  skills  needed  in  an  increasingly  knowledge-­‐intensive,  innovation-­‐focused  economy  and  society.    

-­‐  National  Science  Foundation  

 

 Introduction    Good  questioning  skills  are  an  important  part  of  good  teaching.  The  type  of  questions  that  teachers  ask  is  one  of  the  major  determinants  of  the  nature  of  the  classroom.  When  teachers  stick  with  direct  recall  questions  such  as  what  or  when,  the  classroom  environment  tends  to  be  more  teacher-­‐directed  where  a  single  correct  answer  is  valued.      Questions  allow  us  to  make  sense  of  the  world.  They  are  the  most  powerful  tools  we  have  for  making  decisions  and  solving  problems,  for  inventing,  changing  and  improving  our  lives  as  well  as  the  lives  of  others.  Questioning  is  central  to  learning  and  growing  (McKenzie,  1999).    Asking  probing  questions  is  much  more  difficult.  Developing  questions  that  probe,  engage  and  enable  students  to  think  deeply  is  a  skill  that  needs  to  be  developed.  We  know  that  probing  questions  promote  student  inquiry  and  increase  student  engagement  and  achievement;  so  as  teachers  we  must  hone  this  skill.      Garbage  in,  garbage  out,  is  a  popular  truth,  often  said  in  relation  to  computer  systems:  If  you  put  the  wrong  information  in,  you'll  get  the  wrong  information  out.  The  same  principle  applies  to  communications  in  general:  If  you  ask  the  wrong  questions,  you'll  probably  get  the  wrong  answer,  or  at  least  not  quite  what  you're  hoping  for.    

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Types  of  Questions  

There  are  many  different  types  of  questions,  each  of  which  is  designed  to  elicit  a  different  response.  Teachers  wishing  well-­‐thought-­‐out  responses  need  to  ask  specific  types  of  questions.  Different  types  of  questions  accomplish  different  tasks  and  help  us  to  build  up  our  answers  in  different  ways.  If  teachers  ask  tantalizing  and  divergent  questions  in  their  classrooms,  students  are  likely  to  begin  asking  more  interesting  or  thought-­‐provoking  questions.  Many  types  of  questions  are  described  below  with  sample  questions  teachers  might  ask  elementary  school  children.  

Open  questions  are  good  for:  

Developing  an  open  discussion   What  do  you  already  know  about  the  planets?    

Finding  out  more  detail   What  else  do  you  need  to  learn  before  you’re  comfortable  creating  your  science  fair  project?    

Digging  deeper  into  a  topic   How  did  you  discover  this  unique  idea  about  Saturn?"    

Promoting  high-­‐level  thinking   Why  do  you  suppose  Saturn  has  multicolored  rings?  Seeking  a  thoughtful  explanation   What  can  you  conclude  from  the  evidence?  Developing  observation  skills   What  do  you  notice  here?  

Tell  me  about  this  What  do  you  see?  

Concept  development   What  shapes  did  you  use  in  your  block  building?  What  shapes  did  the  other  students  use?  What  does  this  tell  us  about  block  building?  

Closed  questions  are  good  for:  

Testing  one’s  understanding   Name  the  eight  planets.    

Obtaining  finite  information   Has  your  parent  signed  the  photo  release  form?"    

Setting  a  frame   Do  you  know  where  to  place  your  homework  each  morning?  

Probing  questions  are  good  for:  

Gaining  clarification   How  did  you  learn  that  you  could  mix  blue  paint  with  yellow  paint  to  get  green  paint?  

Understanding  relationships   Why  can’t  a  newborn  puppy  be  separated  from  its  mother?  

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Drawing  information  out  of  students  who  unsure  of  the  topic    

You  told  me  that  mixing  yellow  and  blue  paint  made  green  paint.  Use  that  same  thinking  to  tell  me  what  two  colors  you  mix  to  make  orange.  

Drawing  Inferences   If  we  mix  all  our  different  paint  colors  together,  what  color  might  we  get?  Why  do  you  think  that?  

Digging  deeper   You  told  me  you  think  Pluto  should  still  be  characterized  as  a  planet.  What  are  your  reasons  for  your  thinking?  

Justifying  a  response   Please  explain  why  you  chose  to  add  the  water  to  the  dye  rather  than  the  dye  to  the  water.  

Thinking  reflectively   What  did  we  just  learn  from  that  experiment,  experience,  problem,  or  discussion?  

Elaborate  on  an  idea   Let’s  take  that  idea  to  the  next  level.  We  have  been  working  to  conserve  water  in  our  classroom.  What  if  Ms.  Smith’s  classroom  did  the  same  thing?  What  if  all  the  classrooms  in  our  school  did  the  same  thing?  How  would  that  effect  how  much  water  our  town  used?  

 Divergent  Questions  are  one  of  the  central  elements  of  inquiry  learning.  They  not  only  engage  students  in  classroom  discussions,  they  allow  them  to  think  independently,  creatively,  and  often  critically.  Divergent  questions  allow  students  to  take  ownership  of  their  own  learning  while  also  feeling  a  shared  responsibility  for  the  learning  of  the  entire  class.  They  allow  a  number  of  students  to  respond  to  the  same  question,  thereby  encouraging  student  participation.  Divergent  questions  (designed  to  elicit  many  different  answers)  often  begin  with:  

• Imagine...  • Suppose...  • Predict...  • If...,  then...  • How  might...  • Can  you  create...  • What  are  some  of  the  possible  consequences...  • What  if...  

Elaborating  Questions  extend  and  stretch  our  thinking.  They  take  what  we  know  or  have  learned  in  our  classrooms  and  extend  them  to  other  classrooms  or  environments.  They  also  help  us  make  inferences  about  our  learning.  Elaborating  questions  often  begin  with:  

• What  does  this  mean?    • What  might  it  mean  if  certain  conditions  were  different?    

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• How  could  I  take  this  farther?  What  is  the  logical  next  step?  What  is  missing?  What  needs  to  be  filled  in?    

• What  are  the  implied  or  suggested  meanings?    

Levels  of  Questioning:  Part  1    Mr.  Coley,  fifth  grade  teacher  (Tovashal  Elementary  School,  Murrieta  Valley  Unified  School  District,  CA)  wished  to  help  his  students  ask  better  questions.  The  questioning  worksheet  (based  on  Bloom’s  Taxonomy)  he  developed  for  them  is  summarized  below:    Level  1:  Knowledge  –  Exhibits  memory  of  previously  learned  materials  by  recalling  facts,  terms,  basic  concepts,  and  answers.      Key  Words   Sample  Questions  who      what      why      when    where    which      omit    choose    find      how    define      

label      show      spell    list      match    name      relate    tell    recall      select      

What  is…?    Who  was…?    How  is…?    Where  is…?    How  did  _____  happen?    When  did  _____  happen?    Why  did…?    When  did…?      How  would  you  show…?    Who  were  the  main…?    Which  one…?    How  would  you  describe…?    Can  you  recall…?    Can  you  select…?    Can  you  list  the  three…?  

     

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Level  2:  Comprehension  –  Demonstrates  understanding  of  facts  and  ideas  by  organizing,  comparing,  translating,  interpreting,  giving  descriptions,  and  stating  main  ideas.      Key  Words   Sample  Questions  compare    contrast    demonstrate  interpret    explain  rephrase    translate    summarize    show  

extend    illustrate    infer      outline    relate  classify  

What  is  the  main  idea  of…?    What  facts  or  ideas  show…?    Can  you  explain  what  is  happening…?    What  does  _____  mean?    How  would  you  classify  the  type  of…?    How  would  you  compare…?    How  would  you  contrast…?    Put  in  your  own  words…    How  would  you  rephrase  the  meaning  of…?    What  statements  support…?    What  can  you  say  about…?    Which  is  the  best  answer?    How  would  you  summarize…?  

Level  3:  Application  –  Solve  problems  to  new  situations  by  applying  acquired  knowledge,  facts,  techniques,  and  rules  in  a  different  way.      Key  Words   Sample  Questions  apply    build    choose  construct  develop    interview  make  use  of  organize      

plan    select    solve    utilize    model  identify  experiment  

How  would  you  use…?    What  examples  can  you  find  to…?    What  would  happen  if…?    What  parts  would  you  choose  to  change…?    How  would  you  solve  _____  using  what  you’ve  learned?    How  would  you  organize  _____  to  show…?    How  would  you  show  your  understanding  of…?    What  approach  would  you  use  to…?    How  would  you  apply  what  you  learned  to…?    What  other  way  would  you  plan  to…?    What  facts  would  you  select  to  show…?    What  questions  would  you  ask  in  an  interview  with…?  

     

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 Level  4:  Analysis  –  Examine  and  break  information  into  parts  by  identifying  motives  or  causes.  Make  inferences  and  find  evidence  to  support  generalizations.      Key  Words   Sample  Questions  Verbs  analyze  categorize  classify  compare  contrast    discover  dissect  divide  examine  inspect    simplify  survey    take  part  in  test  for  distinguish    list    

Nouns  distinction  theme  relationship/s  function    motive  inference  assumption  conclusion    

Why  do  you  think…?    What  are  the  parts  or  features  of…?    How  is  _____  related  to…?    What  motive  is  there…?    Can  you  list  the  parts…?    What  inference  can  you  make…?    What  conclusions  can  you  draw…?    How  would  you  classify…?    How  would  you  categorize…?    What  evidence  can  you  find…?    What  is  the  relationship  between…?    Can  you  make  a  distinction  between…?    What  is  the  function  of…?    What  ideas  justify…?  

Level  5:  Synthesis  –  Compile  information  together  in  a  different  way  by  combining  elements  in  a  new  pattern  or  proposing  alternative  solutions.  Key  Words   Sample  Questions  build    choose  combine  compile  compose    construct  create  design  develop  estimate    formulate  imagine  invent    make  up  originate    plan    predict    

suppose  discuss  modify  change  original    improve  adapt  minimize  maximize  delete    theorize  elaborate  test    happen  change  propose  solve  solution  

What  change  would  you  make  to  solve…?    How  would  you  improve…?    What  would  happen  if…?    Can  you  elaborate  on  the  reason…?    Can  you  propose  an  alternative…?    Can  you  invent…?    How  would  you  adapt  _____  to  create  a  different…?    How  would  you  change  or  modify  the  plot…?    What  could  be  done  to  minimize  or  maximize…?    What  way  would  you  design…?    What  could  be  combined  to  improve…?    Suppose  you  could  _____.  What  would  you  do…?    How  would  you  test…?    Can  you  formulate  a  theory  for…?    Can  you  think  or  an  original  way  for  the…?    Can  you  predict  the  outcome  if…?    

   

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Level  6:  Evaluation  –  Present  and  defend  opinions  by  making  judgments  about  information,  validity  of  ideas,  or  quality  of  work  based  on  a  set  of  criteria.  Key  Words   Sample  Questions  award  choose  conclude  criticize  decide    defend  determine  dispute  evaluate  judge    justify  measure  compare  mark    recommend  rule  on    rate  

prioritize  opinion  interpret  explain  support    importance  criteria  prove  disprove  assess    influence  perceive  value    deduct  select    agree  appraise    

Do  you  agree  with  the  actions…?  Why  or  why  not?    What  is  your  opinion  of…?    Who  would  you  prove  or  disprove…?    What  is  the  value  of…?    Would  it  be  better  if…?    Why  did  the  character  choose…?    What  would  you  recommend…?    How  would  you  rate…?    What  would  you  cite  to  defend  the  actions…?    How  would  you  evaluate…?    What  choice  would  you  have  made…?    What  would  you  select…?    How  would  you  prioritize…?    What  judgment  would  you  make  about…?    How  would  you  justify…?    Why  is  it  better…?    

 

Levels  of  Questioning:  Part  2      San  Diego  Unified  School  District  simplifies  the  six  levels  into  three  levels:  the  answer  is  on  the  page,  the  answer  is  between  the  lines,  and  the  answer  is  in  your  head.  This  scheme  is  summarized  below:  

Level  1  -­‐  “The  answer  is  on  the  page”  facts  or  details  These  questions  can  be  answered  with  yes,  no,  or  specific  information  found  in  the  text.  A  person  can  point  to  the  information,  read  it,  or  physically  see  it.      

Count   Define   Describe   Complete  

Identify   List   Match      Name  

Observe   Recite   Scan   Select  

     

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Level  2  –  “The  answer  is  between  the  lines”  Implied  or  Inferred    These  questions  require  a  person  to  expand  on  what  they  already  know  by  using  facts,  details,  or  clues.    

Analyze   Compare   Contrast   Classify  

Distinguish   Explain  (Why)   Infer   Make  Analogies    

Observe   Recite   Scan   Select      

Level  3  –  “The  answer  is  in  your  head”  Connections  or  Opinions  These  questions  require  a  person  to  reflect  on  their  thinking  and  be  able  to  respond  with  a  personal  opinion  that  is  supported  by  facts.  The  person  makes  a  value  judgment  or  wonders  about  something.    

Apply  a...   Evaluate   Forecast   Generalize    

Hypothesize   If...Then   Imagine   Idealize    

Judge   Predict   Principle   Speculate    Appendix  E  provides  Arthur  Costa’s  Model  of  Intellectual  Functioning  in  Three  Levels  from  Developing  Minds:  A  Resource  Book  for  Teaching  Thinking    

Questions  for  Inquiry-­‐Based  Learning  from  You  For  Youth      You  for  Youth  <  https://www.y4y.ed.gov/>  focuses  on  inquiry-­‐based  learning.  They  provide  some  guidelines  on  developing  questions  to  strengthen  your  students’  inquiry  skills.  They  are  summarized  below:    Checklist   Yes   No  Is  the  question  something  students  really  care  about?      Does  the  question  require  more  than  just  looking  up  a  simple  fact?      Is  the  answer  something  students  already  know?      Is  there  more  than  one  possible  ‘right’  answer?        Do  these  questions  make  the  cut?    

� Where  is  Chicago?  � How  do  they  get  the  toothpaste  in  the  tube?  � How  much  does  a  car  cost  in  Japan?  � Why  did  Dr.  Seuss  write  The  Cat  in  the  Hat?  � What  is  text  messaging?  � Is  R&B  more  popular  than  rap?  

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� How  many  people  live  in  New  York  City?  � Why  does  the  grass  turn  brown  in  the  summer?  � Is  the  price  of  gas  the  same  in  Montana  as  it  is  in  New  Jersey?  

 The  Four  Steps  to  the  Inquiry  Process:    (1)  Ask  Question:  Probe  students  to  get  to  the  “real”  question  they  want  to  ask.    (2)  Get  Resources:  Help  students  find  resources  to  answer  their  question.  Encourage  

students  to  question  whether  or  not  the  information  is  valid  or  good  information.      (3)  Apply  Information:  Help  students  decide  if  the  information  is  useful  or  answers  their  

question.    (4)  Report  Findings:  Encourage  students  to  create  their  own  way  to  show  what  they  

learned.  

Questions  Aligned  with  the  Scientific  Process    Another  way  of  developing  questions  is  aligning  them  with  the  steps  in  the  Scientific  Process.  The  chart  below  outlines  and  explains  the  steps  in  the  left  column,  and  it  provides  sample  questions  in  the  right  column.  Use  any  of  these  questions  in  your  STEAM  classroom  instruction  or  lesson  plans.    

Scientific  Processes   Guiding  Questions  

Questioning,  hypothesizing  Forming  questions  Coming  up  with  possible  explanations  or  answers  (hypotheses)  

• Why  is  that?    • How  does  it  work?  How  does  it  happen?    • What  might  happen  if…?  • What  might  you  see?  

 Observation  Using  the  senses  to  gather  information  

• What  do  you  see?  Hear?  Smell?  How  does  it  feel?    • What  is  going  on?  How  do  you  know?    • Does  this  seem  like  anything  else  you  know  about?    

Classification  Ordering  and  grouping  observations  

• Which  are  the  same?  Similar?  • Different?    • How  are  they  similar  or  different?  

Recording  and  communicating  Explaining  and  presenting  to  others  

How  do  you  describe  this?  What  did  you  do?  How  did  that  happen?  What  were  you  looking  for?  

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Scientific  Processes   Guiding  Questions  

Use  data  (e.g.,  numbers  and  measurement)  to  represent  and  explain  

• How  many?  • How  often?  How  much?    • How  long  did  it  take?  When?    • How  big?  What  shapes?  • How  many  different…?  

Form  conclusions,  question  further,  predict,  and  revise  hypotheses    

• What  did  you  find  out?    • What  do  you  wonder  about?  What  else  do  you  want  to  know?    • Is  there  another  explanation?  • What  do  you  think  will  happen  if…  • What  might  change  findings?  

 

Teach  Students  to  Ask  Their  Own  Questions    Make  Just  One  Change  by  the  co-­‐directors  of  the  Right  Question  Institute,  Dan  Rothstein  and  Luz  Santana,  documents  a  step-­‐by-­‐step  process  to  help  students  formulate  and  prioritize  questions.  Teachers  might  also  use  this  method  to  brainstorm  questions  that  will  produce  deeper  thinking  about  a  topic.  

The  authors  lay  out  rules  for  students  to  follow  as  they  produce  their  first  set  of  questions.  The  questions  are  focused  around  what  Rothstein  and  Santana  call  the  Question  Focus.  This  is  a  guiding  topic  for  the  questions  that  students  should  be  producing.  

Rule  1:  Ask  As  Many  Questions  as  You  Can.  Gives  Students  License  to  Ask.      There  are  potential  stumbling  blocks  related  to  this  rule,  including:  

• Students  struggle  trying  to  produce  the  questions:    o Give  them  time  to  think.    o Repeat  the  Question  Focus  and  the  rules,  but  do  not  give  examples  of  

questions.  • Students  ask  for  examples:    

o Do  not  give  examples.  Repeat:  Do  not  give  examples.  When  you  give  examples  you  are  setting  direction  for  the  questions.    

o Students  need  to  struggle  with  this  a  bit.  If  they  are  completely  stuck,  you  can  use  question  starters.  For  example:  “You  can  start  a  question  with  words  like  what,  when  or  how.        

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• Groups  are  working  at  different  paces:    o While  some  of  your  small  groups  will  have  lots  of  questions,  others  will  

not.  This  is  fine.    o The  work  during  this  exercise  should  not  be  judged  by  the  number  of  

questions  students  produced.    o If  some  of  your  groups  have  difficulty  in  producing  questions,  just  make  

sure  they  stay  on  task  by  reminding  them  of  the  rules.  • Some  students  are  not  participating  or  one  student  is  producing  all  the  

questions:    o Remind  students  about  the  task  and  the  rules.    o All  group  members  should  contribute  questions  including  the  scribe.    o Remind  students  of  this  first  rule:  All  questions  are  welcomed  and  valued.  

This  will  allow  the  reluctant  student  to  participate.  

Rule  2:  Do  Not  Stop  to  Discuss,  Judge,  or  Answer  Any  Question.  Create  a  Safe  Space  and  Protection  for  All  Students.    

• Students  want  to  answer  a  question  as  it  comes  up.    • This  rule  says  it  all:  do  not  stop  to  answer,  judge,  or  discuss.    • Let  students  know  that  there  will  be  opportunities  for  discussion  and  addressing  

the  questions  in  other  steps  of  the  process.  

Rule  3:  Write  Down  Every  Question  Exactly  as  It  Is  Stated.  Level  the  Playing  Field  So  All  Questions  and  Voices  Are  Respected.    

• Sometimes  it  will  be  difficult  for  the  scribe  to  keep  track  of  the  question  and  all  the  words.    

• The  challenge  is  to  make  sure  each  question  is  captured,  especially  if  there’s  a  flurry  of  questions.    

• Remind  students  that  the  whole  group  is  responsible  for  each  question  to  be  written  exactly  as  it  was  asked.    

• Group  members  can  help  the  scribe  in  remembering  and  recording  all  the  questions.  

Rule  4:  Change  Any  Statement  into  a  Question    

Potential  challenges  that  may  arise  with  rule  4  include:  

• Students  get  off  task  and  start  talking:    o Make  sure  students  stay  focused  on  asking  questions.    o Sometimes  you  will  see  students  getting  off-­‐task  —  talking  or  discussing.  o Other  times  they  might  think  they  have  asked  a  question  when  they  have  

not.  Just  ask  them  to  change  their  statement  a  question.    

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• Students  are  confused  about  the  instructions:    o Confusion  could  be  a  result  of  requesting  students  to  work  differently.  o Repeat  the  Question  Focus  and  the  rules  to  clarify  but  do  not  over-­‐

explain.    

• The  Question  Focus  is  not  working:      

o It  is  important  to  have  a  backup  plan  if  the  Question  Focus  doesn’t  work.  o Plan  alternative  ways  to  present  the  same  Question  Focus.    o Do  not  try  to  explain  or  give  information  about  the  Question  Focus  but  

give  the  instructions  in  a  different  way.    ! “I  want  you  to  ask  questions  about  [alternative  Question  Focus].”  ! Explore  with  students  what  is  it  that  they  don’t  understand;  this  

will  allow  you  to  restate  the  instructions  in  a  way  they  understand.  

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Using QR Codes in STEAM Classrooms

Using  QR  Codes  in  K-­‐12  Classrooms  is  a  powerful  tool  for  leveraging  independence  in  our  digital-­‐age  learners.    

Alice  Christie,  Ph.D.  

 

What  are  QR  Codes?    A  QR  Code  consists  of  black  modules  (square  dots)  arranged  in  a  square  grid  on  a  white  background,  which  can  be  read  by  an  imaging  device  such  as  a  QR  Code  scanner;  data  is  then  extracted  from  patterns  present  in  both  horizontal  and  vertical  components  of  the  image.  QR  stands  for  Quick  Response;  once  your  QR  Code  scanner  reads  a  QR  Code,  users  are  quickly  directed  to  a  website  with  text,  an  image,  a  video,  or  more.    

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QR  codes  storing  URLs  may  appear  in  magazines,  on  signs,  on  buses,  on  business  cards,  or  on  almost  any  object  about  which  users  might  need  information.  QR-­‐code  readers  or  scanners  convert  the  QR  Code  to  some  useful  form  such  as  a  standard  URL  for  a  website  so  the  user  does  not  have  to  type  the  URL  manually  into  a  web  browser.    

What  are  QR  Code  Readers/Scanners?    i-­‐nigma  is  the  most  reliable  QR  Code  Reader/Scanner,  in  the  opinion  of  the  author.  There  are  a  number  of  other  QR  Code  Scanner  apps,  but  why  use  an  inferior  app  when  a  very  reliable  one  is  available  for  free?    

 How  to  Create  CR  Codes    There  are  a  number  of  web  sites  that  allow  you  to  create  QR  Codes  for  free.  Below  is  a  list  of  web  sites  where  educators  can  create  QR  Codes  for  use  in  their  classrooms:      

• i-­‐nigma  (http://i-­‐nigma.com/CreateBarcodes.html)  allows  you  to  create  QR  Codes  in  a  variety  of  sizes  

• QR  Stuff  (http://www.qrstuff.com/)allows  you  to  create  colorful  QR  Codes  • QR  Monkey  (http://www.qrcode-­‐monkey.com/)  allows  you  to  create  colorful  

codes  with  logos  embedded  in  the  middle  of  the  QR  Code.  • Go  QR  (http://goqr.me/)allows  you  to  create  QR  Codes  • Unitag  (http://www.unitaglive.com/qrcode)  allows  you  to  create  customized  QR  

Codes  • Kaywa  QR  Code  Generator  (http://qrcode.kaywa.com)  allows  you  to  create  QR  

Codes    After  you  create  a  QR  Code,  place  it  in  a  document  so  students  can  scan  it  and  go  quickly  and  efficiently  to  a  web  site  with  text,  an  image,  a  movie,  a  song,  a  map,  etc.  QR  Code  scanners  can  read  both  printed  and  digital  codes:    

• print  QR  Codes  that  will  be  used  numerous  times  • digitally  display  QR  Codes    that  will  be  used  for  a  single  activity  

     

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Use  Google  Spreadsheets  to  Creating  Multiple  QR  Codes    

I  adapted  the  directions  below  on  creating  multiple  QR  codes  from  Tammy  Worcester’s  Tech  Tips:  

1.  Log  into  Google  Drive.  

2.  Click  on  the  create  button  to  the  left  hand  side  and  click  on  spreadsheet.  

3.  Label  column  ‘A’  Information.  This  is  where  you  will  put  the  information  you  want  the  QR  code  to  have,  for  example  your  text,  video,  URL  etc.  

4.  Label  column  ‘B’  QR  Code.  (Eventually  your  QR  code  will  appear  here)  

5.  Resize  the  columns  and  rows  so  they  are  approximately  2  inches  by  2  inches.  You  want  them  big  enough  to  be  able  to  scan  easily.  

6.  Copy  and  paste  the  following  formula  in  cell  B2,  then  click  Enter:  

=image(ʺhttps://chart.googleapis.com/chart?chs=150×150&cht=qr&chl=ʺ  &A2)  

7.  A  QR  code  will  appear!  *If  it  doesn’t  work  on  the  first  try,  it  could  be  because  you  had  a  space  after  the  A2)  so  delete  the  space  and  try  again.  The  row  will  change  to  green  and  that  is  how  you  know  it  will  work.    

8.  Click  the  tiny  blue  square  in  the  bottom-­‐right  corner  of  the  cell  and  drag  down  to  fill  the  formula  in  that  column.  QR  codes  should  appear  for  all  the  information  you  filled  in  each  row.  If  you  didn’t  fill  in  each  row  and  you  see  QR  codes  then  you  can  go  back  and  put  in  information  and  those  QR  codes  will  change  to  add  the  new  information.  

9.  Print  them  out,  cut  them  up  and  place  where  you  want  them  in  your  classroom.  

   

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QR  Code  Types    Originally  used  as  a  marketing  tool  in  business,  the  use  of  QR  Codes  has  expanded  exponentially.  Educators  have  extended  their  use  to  their  classrooms,  and  even  parents  are  getting  on  the  bandwagon.  

 

 

   There  are  several  distinct  types  of  codes.  Each  is  explained  below  and  an  example  is  provided.    

Types  of  QR  Codes   Where  the  CD  Codes  Take  Users  Type  1:  Links  to  Websites    

   

   

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Type  2:  Encoded  Message  Questions  and  Immediate  Answers  

   

Type  3:  Links  to  Web-­‐Based  Images  

   Type  4:  Links  to  Web-­‐Based    

Groups  of  Images  

 

 

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Type  5:  Contact  Information    

 

   

How  To  Use  QR  Codes  in  STEAM  Classrooms    There  are  numerous  ways  for  educators  to  use  QR  Codes  in  their  classrooms.  I  have  generated  the  short  list  below.  During  our  seminar,  we  will  add  to  this  list.    

Post  Contact  Information      Post  in  your  classroom  for  parents,  guardians,  staff,  or  administration  to  obtain  phone  number,  email  address,  class  website,  class  blog  etc.  

 

Help  Students  Discover  Their  STEAM  Learning  Environment  

Post  QR  Codes  on  everyday  objects  in  your  classroom.  Link  to  audio  files  that  pronounce  and  define  the  word  in  English  or  a  second  language  being  used  in  your  classroom.  

 

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Conduct  Research    Create  QR  Codes  to  direct  students  to  Internet  sites  on  specific  STEAM  topics,  at  appropriate  reading  levels,  and  with  appropriate  number  of  images.  

 

Contextualize  Learning    Create  QR  Codes  to  direct  students  to  images  to  explain  STEAM  concepts  to  non-­‐readers.  

 

Contextualize  Reading    Create  QR  Codes  and  place  them  on  book  covers  to  direct  students  to  information  about  an  author.  

 

Scaffold  Non-­‐Fiction  STEAM  Reading    Put  QR  Codes  on  non-­‐fiction  books  so  students  can  learn  more  about  the  books’  topics  through  audio  files,  video  files,  or  websites  that  provide  relevant  information  on  the  topic.  

 

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Develop  Vocabulary    Create  QR  Codes  to  direct  students  to  images  to  explain  STEAM  vocabulary  words.  

 

Scaffold  Early  STEAM  Literacy    Create  QR  Codes  and  place  them  on  book  covers  to  direct  students  to  a  video  of  the  book,  an  online  version  of  the  book,  or  an  audio  reading  of  the  book.  Non-­‐readers  or  emerging  readers  can  then  read  along.    

 

Scaffold  STEAM  Learning    Create  QR  Codes  to  direct  students  to  a  ‘how  to  video’  such  as  a  Khan  Academy    (https://www.khanacademy.org/  )  video  or  a  ShowMe  (http://www.showme.com/  )  video  you  created  yourself.  

 

Develop  Cultural  Awareness    Put  QR  Codes  on  countries,  landmarks,  states,  or  oceans  on  a  map  or  globe.  Link  them  to  videos  or  websites  with  more  information  about  each  place.  

 

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Create  An  Interactive  Quiz  

Make  an  interactive  quiz!  Use  QR  Codes  with  information  about  a  topic  and  have  students  guess  the  answer,  which  is  provided  in  the  encoded  message  of  the  QR  Code.  

 

Mark  Important  STEAM  Events  on  Your  Calendar  

Make  QR  Codes  of:  

• Student  birthdays  • Scientists’  birthdays  • STEM/STEAM  events  • Due  dates  for  student  

projects  • Dates  when  class  is  

Skyping  with  a  STEM/STEAM  expert  

 

Manage  Behavior  in  Your  STEAM  Classroom    Create  QR  Codes  to  direct  students  to  comments  about  their  behavior,  their  attention  to  a  given  task,  their  interpersonal  skills,  their  ability  to  follow  directions,  etc.                    

   

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Update  Your  Textbooks    Create  QR  Codes  that  provide  links  to  more  recent  information,  deeper  information,  or  maps,  movies,  speeches,  etc.  that  will  contextualize  learning.  Paste  these  QR  Codes  into  textbooks.  

 

Provide  Answers  to  Specific  Questions    Create  QR  Codes  that  provide  an  answer  to  a  question.  

 

Create  Audio  QR  Codes  

Use  a  Web  2.0  tool  that  will  let  you  record  an  audio  file  online  and  store  it  at  a  particular  URL.    There  are  many  sites  that  do  this,  but  Record  MP3  (http://www.recordmp3.org/)  is  efficient  and  easy  to  use.      

 

You  can  create  and  upload  a  MP3  file  in  just  a  few  steps  and  then  the  program  generates  a  URL.  Take  URL  from  Record  MP3  and  paste  it  into  your  favorite  QR  code  creator  and  generate  a  large  QR  code.  The  QR  Code  links  to  the  audio  file  so  that  when  the  QR  code  is  scanned,  the  audio  file  plays  the  recording.        OR:  Upload  Audio  File  to  Google  Drive  and  Create  QR  Code  https://www.youtube.com/watch?v=t3amoYNpMjg

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Help  Students  Exhibit  Their  Work    Create  QR  Codes  to  direct  parents,  relatives,  friends,  neighbors,  other  learners  across  town,  or  other  learner  across  the  state  or  the  country  to  web-­‐based  reports,  drawings,  photos,  movies,  art  projects,  presentations  of  your  students:  

   

   

 

 

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  69  

Help  Students  Become  Self-­‐Directed  Learners    Create  QR  Codes  to  direct  students  to  commonly  used  sites  such  as:    

• The  Visual  Dictionary    • Educational  Videos  Such  as  BrainPop  Science  

Videos  • NCTM  Illuminations  • NCTE  ReadWriteThink  Interactives    • Math  Manipulatives  • Base  Ten  Blocks    • Practice  Math  and  English  Language  Arts  

 The  pocket  chart  shown  below  holds  all  the  QR  Codes  to  help  learners  in  a  STEAM  classroom  become  more  independent  and  self-­‐reliant  as    learners.    

 

Print  each  large  QR  Code  on  paper  and  place  in  the  classroom  where  they  are  easily  accessible  to  all  learners.

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QR  Code  Resources    

• Dr.  Alice  Christie’s  Guide  to  QR  Codes  in  the  K-­‐12  Classroom  (http://alicechristie.org/edtech/qr_codes)    

• Tony  Vincent’s  Video  on  Using  QR  Codes  in  Education    (http://learninginhand.com/blog/learning-­‐in-­‐hand-­‐25-­‐qr-­‐codes.html)    

• Technology  in  Early  Childhood  Blog  (http://technologyinearlychildhood.com/)    

• Scoop.it:    Engaging  Students  Using  QR  Codes  (http://www.scoop.it/t/engaging-­‐students-­‐using-­‐qr-­‐codes)    

• QR  Treasure  Hunt  Generator!  (http://www.classtools.net/QR/index.php)    

• Kathy  Schrock’s  Guide  to  QR  Codes  in  the  Classroom  (http://www.schrockguide.net/qr-­‐codes-­‐in-­‐the-­‐classroom.html)    

• QR  Codes  In  Education:  Live  Binder  by  Steven  Anderson  (http://www.livebinders.com/play/play/51894)    

• Edutopia:  Twelve  Ideas  for  Teaching  with  QR  Codes  (http://www.edutopia.org/blog/QR-­‐codes-­‐teaching-­‐andrew-­‐miller)    

• Flip  Cameras  and  QR  codes  (http://www.digitalwish.com/dw/digitalwish/view_lesson_plans?id=5896)    

• Your  Smarticles:  QR  Idea  and  Resources  (http://www.yoursmarticles.blogspot.com/p/qr-­‐code-­‐ideas-­‐and-­‐resources.html#.Uk9luCQzLSc)    

• 50  QR  Code  Resources  for  the  Classroom  (http://www.zdnet.com/blog/igeneration/50-­‐qr-­‐code-­‐resources-­‐for-­‐the-­‐classroom/16093)    

• 3D  Animated  QR  Code  Cube  (http://blog.qr4.nl/default.aspx)  

         

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Using GPS-Enabled Mobile Devices in STEAM Classrooms

 

Use  a  learn-­‐by-­‐doing,  constructivist  approach  to  ensure  that  participants  are  actively  engaged,  challenged  to  learn  and  integrate  new  concepts,  working  collaboratively,  learning  from  their  mistakes,  and  applying  their  new  understandings/skills  to  their  own  situations.    

Alice  A.  Christie,  Ph.D.  

 Introduction  

In  this  section,  I  describe  a  learning  model  for  using  GPS-­‐enabled  mobile  devices  and  an  activity  I  have  coined  EduCaching.  This  model  incorporates  the  characteristics  of  active,  engaged  learning  and  constructivist  learning  environments.  In  addition,  this  section  provides:  

• A  glossary  of  GPS  terms  • Components  of  the  learning  model  • Descriptions  of  integrated  curricular  EduCaching  units  or  lessons    • Step-­‐by-­‐step  directions  on  creating  EduCaching  units  or  lessons  • Other  suggestions  for  incorporating  GPS-­‐enabled  devices  and  EduCaching  into  

learning  environments  • Numerous  online  resources  for  using  GPS-­‐enabled  devices  in  educational  

settings,  including  a  podcast  (that  can  be  viewed  on  the  Internet  or  heard  on  an  iPod)  that  gives  an  overview  of  using  GPS-­‐enabled  devices  and  EduCaching  in  education.  

   

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Glossary  of  Terms  

Global  Positioning  System  (GPS)  is  a  $12  billion  Satellite  Navigation  System  consisting  of  24  satellites  (plus  a  few  spares)  deployed  and  maintained  by  the  U.S.  Department  of  Defense.  Each  satellite  passes  around  the  earth  twice  in  a  24-­‐hour  period  at  an  altitude  of  about  12,500  miles.  The  satellites  continuously  broadcast  position  and  time  data  to  users  throughout  the  world.  Deployment  of  the  satellites  began  in  1978,  and  the  system  became  fully  operational  (uninterrupted  global  coverage)  in  1995.  GPS  provides  satellite  signals  that  can  be  processed  in  a  GPS-­‐enabled  device,  enabling  the  receiver  to  compute  one's  position  on  the  face  of  the  earth  (often  indicated  in  terms  of  latitude  and  longitude).  

GPS-­‐enabled  devices  –  handheld  GPS  receivers,  cellular  phones,  and  iPads  –  are  used  in  cars,  boats,  airplanes,  or  outdoor  environments.  Handheld  GPS-­‐enabled  devices  are  carried  by  hikers,  surveyors,  mapmakers,  and  others  who  need  to  know  where  they  are.  The  GPS  device  receives  data  from  the  closest  satellites  to  determine  the  unit's  exact  location,  elevation,  speed,  and  time.  Inexpensive  GPS-­‐enabled  devices  available  to  civilians  are  as  accurate  as  those  used  by  the  military  today.  Currently,  there  are  millions  of  civilian  users  of  GPS  and  GPS-­‐enabled  devices  worldwide.  A  GPS-­‐enabled  device  communicates  with  GPS  satellites  to  provide  information  to  its  user.  A  standard  GPS-­‐enabled  device  will  place  the  user's  location  on  a  map  at  any  given  location  using  latitude  and  longitude  coordinates.  It  will  also  trace  the  user's  path  from  one  location  to  another.  With  this  information  and  its  built-­‐in  clock,  the  receiver  can  give  the  user  the  following  information:    

• How  far  they've  traveled  (odometer)  • How  long  they've  been  traveling  • Their  current  speed  (speedometer)  • Their  average  speed  • A  "bread  crumb"  trail  showing  the  user  exactly  where  they  have  traveled  on  the  

map  • The  estimated  time  of  arrival  at  a  destination  if  the  user  maintains  their  current  

speed  

EduCache  comes  from  the  terms  geo  (earth)  and  cache  (hidden  supply  or  treasure).  Historically,  explorers  and  miners  used  caches  to  hide  food  or  other  items  for  emergency  purposes.  People  still  hide  caches  of  supplies  today  for  similar  reasons.  Animals  and  birds  also  hide  food  in  caches  for  later  use.  Today’s  EduCaches  are  usually  inexpensive  trinkets  or  clues  in  waterproof  containers  with  the  cache's  coordinates.  These  coordinates,  along  with  other  details  of  the  location,  are  posted  on  the  Internet  so  other  EduCachers  obtain  the  coordinates  and  seek  out  the  cache  using  their  GPS  handheld  receivers.    

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An  EduCache  typical  of  those  that  I  use  in  my  workshops  is  pictured  above.  

Geocaching  is  an  engaging  adventure  activity  for  GPS  users.  Locating  an  EduCache  is  a  good  way  to  take  advantage  of  the  features  and  capability  of  a  GPS  unit.  The  basic  idea  is  to  have  individuals  and  organizations  set  up  caches  all  over  the  world  and  share  the  locations  of  these  caches  on  the  Internet.  GPS  users  can  then  use  the  location  coordinates  to  find  the  caches.  See  a  video  on  geocaching.  

   

The  author  conducting  a  GPS/EduCaching  Workshop  with  her  graduate  students.  

Components  of  Dr.  Christie’s  6E  Learning  Model  

This  learning  model  (illustrated  below)  has  three  overarching  goals:  (1)  learn  how  to  use  GPS-­‐enabled  devices,  (2)  learn  to  EduCache,  and  (3)  explore  new  ideas  in  any  area  relevant  to  the  students’  curriculum.  

 

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This  model,  which  I  have  developed  and  coined  the  E6  Learning  Model,  is  based  on  six  principles:  three  that  guide  the  curriculum,  and  three  that  guide  the  learning  process.  The  three  curricular  principles  are  engagement,  exchange  of  information,  and  empowerment.  The  three  learning  process  principles  are  exploration,  explanation,  and  exhibition.  Teachers  and  students  must  (1)  engage  in  personally  relevant  learning,  (2)  allow  for  extensive  information  exchange  among  peers  and  other  global  learners,  and  (3)  be  empowered  to  understand  and  use  new  technologies  and  strategies  effectively  in  all  learning  environments.  These  learning  environments,  in  turn,  need  to  be  structured  to  (1)  provide  learners  with  opportunities  and  time  to  explore  new  technologies  and  how  to  use  them  to  maximize  learning,  (2)  explain  real-­‐world  data,  inconsistencies,  or  problems  using  critical  thinking  and  informed  decision-­‐making,  and  (3)  exhibit  their  new  knowledge  gained  through  active,  exploratory,  inquiry-­‐based  learning  in  ways  appropriate  to  the  digital  age  in  which  they  live.  

Participating  in  an  EduCache  activity  helps  learners  understand  the  features  and  capability  of  GPS-­‐enabled  devices.  Students  learn  how  to  use  GPS-­‐enabled  devices  and  digital  data.  By  gathering  and  using  authentic  data,  students  (1)  engage  in  the  scientific  process,  (2)  problem  solve  as  needed  to  explore  the  options  on  their  GPS-­‐enabled  devices  and  find  their  EduCaches,  and  (3)  collaborate  with  other  learners  to  explore  and  explain  the  world  around  them.  Finally,  learners  explore  a  new  knowledge  realm  relevant  to  their  own  curriculum.    

This  model  uses  a  learn-­‐by-­‐doing,  constructivist  approach  to  ensure  that  participants  are  actively  engaged,  challenged  to  learn  and  integrate  new  concepts,  working  

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collaboratively  with  other  participants,  learning  from  their  mistakes,  and  applying  their  new  understandings/skills  to  their  own  teaching/learning  situations.    

Description  of  an  EduCaching  Lesson  on  Sorting  and  Categorizing  

Teams  of  students  will  use  GPS-­‐enabled  devices  to  locate  EduCaches  that  their  teacher  has  hidden  around  their  school  campus.  Students  will  return  to  the  classroom  with  the  recovered  EduCaches,  examine  and  discuss  the  contents  of  the  EduCaches,  determine  a  number  of  possible  ways  to  categorize  the  contents  of  each  EduCache,  and  then  use  Excel™  (or  any  other  program  that  allows  students  to  create  graphs  from  data)  and  graph  their  data.  The  contents  of  each  EduCache  can  be  sorted  in  two  or  more  ways.  

 

Photo  of  Several  EduCaches  from  the    Sorting  and  Categorizing  Lesson  

 The  teacher  provides  the  following  materials:    

• GPS-­‐enabled  devices  • EduCaches  (usually  small,  waterproof  plastic  boxes  containing  clues  that  help  

students  understand  new  concepts  in  any  curricular  area)  

Contents  of  EduCaches  used  in  the  sorting  and  categorizing  lesson:  

Cache  No.   Cache  Label   Team   Contents  

0   Practice   All   Black  and  Red  Checker  Pieces  Black  and  Ivory  Chess  Pieces  

1   O-­‐1   Orange   Wooden  building  blocks  in  4  colors  &  6  shapes  2   O-­‐2   Orange   Balloons  in  many  colors  and  sizes  (shown  above)  3   O-­‐3   Orange   Metal  nails  of  various  functions  and  lengths  4   P-­‐1   Pink   Multicolored  zip  ties  of  two  sizes  5   P-­‐2   Pink   Multicolored,  multi-­‐textured  hair  bands  6   P-­‐3   Pink   Paper  clips  in  8  colors  and  2  sizes  7   B-­‐1   Blue   Polished  stones  in  black,  brown,  tan,  cream,  etc.  8   B-­‐2   Blue   Plastic  numbers  in  six  colors  9   B-­‐3   Blue   Wooden  sticks  in  two  colors  and  two  sizes  10   Y-­‐1   Yellow   Jigsaw  puzzle  pieces  of  various  shapes/sizes  11   Y-­‐2   Yellow   Cardboard  smiley  faces  in  six  colors  12   Y-­‐3   Yellow   Erasers  of  various  colors  and  shapes  

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Photos  of  cache  box  and  teachers  sorting  contents  of  cache  boxes:  

   

   

   

     

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  77  

Representative  Graphs  of  Sorted  and  Categorized  EduCache  Contents:  

 

 

 

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Assessment  

No  external,  multiple-­‐choice  test  is  needed  to  assess  student  success.  Instead,  evidence  of  student  success  comes  through  observation.  The  teacher  continually  monitors  whether  students  are  learning  new  concepts  and  skills  based  upon  participants’  

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behaviors  using  the  GPS-­‐enabled  devices  while  searching  for  EduCaches.  The  teacher  adjusts  instructional  techniques,  pace  of  instruction,  and  need  for  individualized  instruction  based  on  these  observations.  Further  evidence  of  student  success  will  be  participants’  level  of  interest  in  using  GPS-­‐enabled  devices  and  EduCaching  for  other  curricular  projects.    

Step-­‐by-­‐step  Directions  on  Creating  EduCaching  Units  or  Lessons  

Once  teachers  have  experienced  this  learning  model  -­‐  and  been  in  the  role  of  learners  working  with  other  learners  to  solve  problems  -­‐  they  can  apply  this  model  in  their  own  classrooms.  Teachers  will  need  to  modify  the  activity  to  align  with  specific  state  and  local  standards  and  grade  level  or  developmental  level  of  their  students.  But  the  principles  of  using  GPS-­‐enabled  devices,  geocaching,  and  discovery  learning  remain  the  same.  Teachers  can  create  EduCaching  lessons  using  the  step-­‐by-­‐step  directions  below:  

• Buy,  rent,  or  borrow  GPS-­‐enabled  devices  (one  for  each  group  of  2-­‐3  students).  Schools  or  school  districts  often  purchase  class  sets  of  GPS-­‐enabled  devices  for  rotating  use  in  classrooms.  

• Decide  on  the  curricular  focus  of  the  lesson/activity.  • Train  a  small  group  of  students  (from  within  the  teacher’s  class  or  from  a  group  

of  older  students)  on  the  use  of  GPS-­‐enabled  devices.  They  will  serve  as  mentors  to  each  of  the  small  groups  of  students  participating  in  the  lesson/activity.    

• Gather  objects  or  create  clues  that  will  foster  learning,  raise  curiosity,  and  encourage  discussion  about  the  curricular  area  chosen.    

• Place  these  objects/clues  in  inexpensive  plastic  containers  with  an  appropriate  label.  The  label  I  use  is  pictured  below:  

 

• Hide  these  EduCaches  (with  the  help  of  mentors)  at  least  100  yards  apart  in  the  vicinity  of  your  classrooms  or  other  outdoor  area  to  which  the  school  has  access.  

• Record  the  coordinates  of  each  EduCache  in  GPS-­‐enabled  devices.  • Introduce  the  lesson/activity  to  the  class.  • Divide  the  class  into  groups  (with  no  more  than  three  per  group).  • Provide  brief  instruction  on  the  use  of  GPS-­‐enabled  devices  and  specify  how  the  

mentors  will  help  each  group.  

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• Give  each  team  a  GPS-­‐enabled  device  containing  the  coordinates  of  the  EduCaches  they  are  assigned  to  find.  

• Send  each  team  and  mentor  outside  to  work  collaboratively  to  find  their  assigned  EduCaches.  Allow  time  for  students  to  experiment,  make  mistakes,  talk  about  these  mistakes  and  how  to  overcome  them,  find  their  EduCaches,  and  return  to  their  classroom  with  their  EduCaches  in  hand.  

• Facilitate  small  group  discussions  (within  each  team)  about  the  contents  of  the  EduCaches  and  how  these  contribute  to  students’  understanding  of  the  curricular  area.  

• Facilitate  a  large  group  discussion  (across  all  teams)  about  students’  understanding  of  the  curricular  area.  

• Facilitate  a  large  group  discussion  about  students’  experiences  with  GPS  and  geocaching,  including  suggestions  for  future  GPS/geocaching  experiences.  

Other  Suggestions  for  Incorporating  GPS-­‐enabled  Devices  and  EduCaching  into  Learning  Environments:    

• Use  this  model  to  introduce  content  in  ANY  curricular  area  • Identify  and  establish  "observation  sites"  to  look  at  trees,  animals,  soil,  etc.  I  

would  then  have  students  from  other  classes  go  to  those  spots  and  compare  observations  with  those  from  their  own  site.  

• Use  consistently  throughout  the  year  to  Improve  students’  mapping  skills  • Teach  cardinal  directions  (and  coordinates  when  appropriate)  • Embed  geography  and  location  concepts  in  each  EduCaching  lesson  • Use  consistently  throughout  the  year  to  Improve  students’  collaboration  and  

team  building  skills  • Incorporate  writing  prompt  into  the  lesson  to  describe  the  students’  experiences  • Use  consistently  throughout  the  year  to  Improve  teach  higher  level  thinking  skills  • Use  consistently  throughout  the  year  to  Improve  incorporating  technology  into  

social  studies,  language  arts,  science,  math,  or  the  arts  curricula    • Help  students  understand  that  GPS-­‐enabled  devices  are  tools  with  limitations,  

not  failsafe  pieces  of  technology  

Online  Resources  on  Using  EduCaching  in  STEAM  Classrooms  

There  are  numerous  online  resources  that  explain  and  support  the  use  of  GPS-­‐enabled  devices  and  geocaching  in  education.  These  are  divided  into  a  number  of  categories  for  easy  references  for  teachers  wishing  to  extend  their  understanding  of  using  GPS-­‐enabled  devices  and  EduCaching  in  their  classrooms.  Links  to  relevant  sites  are  listed  below:  

   

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  81  

Comprehensive  sites  on  using  GPS  and  EduCaching    

• Dr.  Alice  Christie's  GPS  and  Geocaching  Site  • EduScape:    

o Geocaching  With  Kids:  Activate  the  Learning  Environment  o GPS  and  GIS  in  the  Classroom  o GPS  &  Place-­‐based  Learning  

• Harvard-­‐Smithsonian  Center  Space  Geodesy’s  Using  GPS  in  the  Classroom  

Article  about  a  teacher  using  GPS-­‐enabled  devices  and/or  geocaching  

• Height  Modernization  and  GPS  take  off  in  the  Classroom  

Professional  development  for  teachers  on  GPS-­‐enabled  devices  and/or  geocaching    

• Middle  school  teachers  to  take  part  in  science  program  at  Illinois  

Articles  on  using  GPS  and  geocaching  in  education    

• Juicy  Geography:  GPS  for  Geography  Teachers  • Juicy  Geography:  GPS  in  School  

Articles  on  Google  Earth™    

• Juicy  Geography:  Google  Earth™  in  the  Classroom  • Google  Earth™  Resources  for  Geography  Teachers  

Google  Earth™  Lessons:  An  Educational  Resource  for  Teachers  

Podcast    

In  my  GPS  and  Geocaching  Podcast  (http://www.alicechristie.org/geocaching/podcast), I  explain  the  global  positioning  system  that  circles  our  globe,  GPS-­‐enabled  devices,  and  geocaching.  I  take  you  on  an  EduCache  hunt  near  the  Grand  Canyon  in  Arizona,  and  give  you  hints  on  finding  and  hiding  EduCaches.  Finally,  I  discuss  how  teachers  can  enhance  student  learning  through  the  use  of  geocaching  in  their  K-­‐12  classrooms.    

 

   

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  82  

Mobile Apps to Enhance STEAM in Elementary and Middle School

 

One  of  the  things  that  I’ve  been  focused  on  as  President  is  how  we  create  an  all-­‐hands-­‐on-­‐deck  approach  to  science,  technology,  engineering,  and  math.  We  need  to  make  this  a  priority  to  train  an  army  of  new  teachers  in  these  subject  areas,  and  to  make  sure  that  all  of  us  as  a  country  are  lifting  up  these  subjects  for  the  respect  that  they  deserve.  

President  Barack  Obama  April  2013  

 

Introduction  

There  is  an  abundance  of  great  apps  for  elementary  and  middle  school  kids  involved  in  STEM  exploration.  Many  apps  that  address  STEM  material  are  specifically  geared  towards  younger  learners,  making  them  perfect  to  expose  kids  to  STEM  without  being  too  complicated  or  overwhelming.    

Below  is  a  comprehensive  list  of  mobile  apps  for  elementary  school  students  in  Science,  Math,  Technology,  Engineering,  solving  puzzles,  measurement  tools,  and  all-­‐purpose  tools  to  foster  STEAM  education.  All  the  apps  listed  in  this  section  are  for  iPads  (iOS),  but  Android  equivalents  are  often  available  as  well.  

Science  Apps  (Listed  Alphabetically)    

 Free  

Animals  in  Pieces  HD  Animals  in  Pieces  is  an  educational  puzzle  for  3-­‐6  year-­‐old  kids  that  includes  ten  puzzles  with  increasing  difficulty.  With  each  completed  puzzle,  you  unlock  a  page  in  the  Photo  Album.  Within  the  album,  kids  can  read  a  description  of  the  animal,  listen  to  the  sound  it  makes,  discover  its  habits,  see  what  it  eats,  and  see  what  its  tracks  look  like!  https://itunes.apple.com/us/app/animals-­‐in-­‐pieces-­‐hd/id389752370?mt=8  

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  83  

 

 $4.99.  

Bobo  Explores  Light    This  app  explores  many  different  science  concepts  that  children  would  find  interesting  to  help  them  understand  that  science  is  cool  and  fun  (like  lasers!).  There  are  not  only  descriptions,  but  also  photos,  videos,  and  interactive  tools  as  well!  https://itunes.apple.com/us/app/bobo-­‐explores-­‐light/id463809859?mt=8  

 Free  

Color  Uncovered    Do  you  want  to  wow  your  students  with  some  excellent  activities  related  to  color?  Then  explore  the  surprising  side  of  color  with  Color  Uncovered,  an  interactive  book  that  features  fascinating  illusions,  articles,  and  videos  developed  by  the  Exploratorium.  Color  Uncovered  features  a  wide  spectrum  of  fascinating  color-­‐related  topics  to  explore.  https://itunes.apple.com/us/app/color-­‐uncovered/id470299591?mt=8  

 $1.99  

Dr.  Panda’s  Hospital  -­‐  Doctor  Game  For  Kids  Dr.  Panda’s  Hospital  is  ideal  for  kids  ages  2  –  6  who  are  naturally  curious  about  basic  medical  procedures  and  anatomy.  What  kid  doesn't  think  about  being  a  vet  or  doctor?  Here’s  a  chance  to  help  Dr.  Panda  take  care  of  animals  at  Dr.  Panda’s  Hospital.  Kids  will  greet  different  animals  in  the  waiting  room,  help  them  to  their  hospital  beds,  discover  and  treat  their  ailments  -­‐  all  while  learning  sequencing!  https://itunes.apple.com/us/app/dr.-­‐pandas-­‐hospital-­‐doctor/id534477679?mt=8  

 $.99  

Explore  the  Animal  Kingdom  This  app  includes  92  high  quality  flash  cards  on  animals.  The  cards  will  speak  the  animal’s  name,  play  an  animal  sound,  and  show  a  high  quality  image  of  that  animal.  You  even  can  play  multiple  animal  sounds  at  once  to  create  your  very  own  jungle  atmosphere.  https://itunes.apple.com/US/app/id393268021?mt=8&ign-­‐mpt=uo%3D4  

   

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  84  

 Free  

Google  Earth  Fly  around  the  planet  with  a  swipe  of  your  finger  with  Google  Earth  for  iPad.  Explore  distant  lands  or  acquaint  yourself  with  your  neighborhood.  Search  for  cities,  places,  or  landmarks.  Browse  layers  including  roads,  borders,  places,  photos  and  more.  Visit  the  Earth  Gallery  to  find  exciting  maps  such  as  real-­‐time  earthquakes,  planes  in  flight,  hiking  trails,  city  tours,  and  more.  https://itunes.apple.com/us/app/google-­‐earth/id293622097?mt=8  

 $2.99  

i  Learn  With  Poko:  Seasons  and  Weather!  You  can  discover  three  fun  games  in  which  Poko  helps  children  3  to  6  learn  to  identify  various  weather  situations  in  different  seasons,  The  app  teaches  them  all  about  appropriate  clothing  and  activities  (a  curriculum  staple  in  PK  learning).  Primary  skills  taught  include  Life  Sciences,  seasons  and  weather.  Secondary  skills  taught  include  listening  and  comprehension,  observation  and  matching,  visual  and  kinesthetic  learning,  critical  thinking  (elimination  process).  https://itunes.apple.com/us/app/i-­‐learn-­‐poko-­‐seasons-­‐weather!/id420472804?mt=8  

 $.99  

Let's  Hear  the  Animals!  (Animal  Sounds)  HD  This  app  provides  a  wonderful  way  to  explore  the  animal  kingdom.  Included  in  this  iPad/iPhone  app  are  about  40  animals  complete  with  high-­‐resolution  images  and  the  sounds  they  make.  The  app  even  will  speak  to  you  the  name  of  the  animal  in  either  English  or  Spanish.  The  interface  is  designed  for  children.    https://itunes.apple.com/US/app/id320214909?mt=8&ign-­‐mpt=uo%3D4  

 $7.99  

The  Magic  School  Bus  Oceans  Everyone  knows  Ms.  Frizzle  and  the  Magic  School  Bus!  This  one  is  a  little  on  the  expensive  side  for  an  app,  but  given  the  well-­‐known  character  and  the  wealth  of  information  about  oceans  that  it  offers,  we  give  it  a  thumbs  up  anyway.  This  comic  book  style  app  offers  text,  videos,  photos,  and  games  to  help  younger  learners  get  excited  to  learn  about  the  earth’s  oceans.  https://itunes.apple.com/us/app/the-­‐magic-­‐school-­‐bus-­‐oceans/id410622343?mt=8  

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  85  

 $.99  

Monster  Physics™  Monster  Physics™  is  a  unique  building  app  that  lets  you  play  with  physics!  Build  and  operate  your  own  car,  crane,  rocket  ship,  plane,  helicopter,  tank  and  more!  It  won  the  2012  Editor's  Choice  Award!  -­‐  Children's  Technology  Review.  https://itunes.apple.com/us/app/monster-­‐physics/id505046678?mt=8  

 $2.99  

Otter  on  His  Own  -­‐  Smithsonian  Oceanic  Collection  Sea  Otter's  mother  teaches  him  to  dive,  hunt,  and  survive  on  his  own.  But  when  the  pup  follows  his  mother  into  the  open  sea,  more  than  just  excitement  awaits  them  as  a  great  white  shark  lurks  nearby.  Will  they  escape  the  attack?  Reviewed  by  the  Smithsonian  Institution  for  accuracy,  Otter  on  his  Own  is  a  fun  and  informative  story  with  beautifully  detailed  illustrations.  This  book  also  includes  a  sea  otter  fact  section  for  extended  learning.  https://itunes.apple.com/app/otter-­‐on-­‐his-­‐own-­‐smithsonian/id540101864?mt=8  

 $2.99  

Smash  Your  Food  HD  SMASH  Your  Food  is  a  fun  way  for  kids  to  learn  about  commonly  abused  foods  that  contribute  to  excessive  calorie  consumption.  A  guessing  game  bursting  with  realism  and  surprise,  SMASH  Your  Food  uses  HD  video  and  real  sound  effects  to  create  lasting  impressions!  Watch  kids  smash  a  burger,  crush  a  milkshake,  explode  a  soda  and  pound  a  pizza,  while  simultaneously  learning  about  nutrition!  https://itunes.apple.com/us/app/smash-­‐your-­‐food-­‐hd/id502316034?mt=8  

 Free  

Sound  Uncovered  Explore  the  surprising  side  of  sound  with  Sound  Uncovered,  an  interactive  book  featuring  auditory  illusions,  acoustic  phenomena,  and  other  things  that  go  bump,  beep,  boom,  and  vroom.  From  the  makers  of  Color  Uncovered—the  Exploratorium—this  app  puts  you  at  the  center  of  the  experiment:  Hear  with  your  eyes,  see  with  your  ears,  make  and  modify  recordings,  test  your  hearing,  and  more.  https://itunes.apple.com/au/app/sound-­‐uncovered/id598835017?mt=8&ign-­‐mpt=uo%3D2  

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  86  

 $2.99  

WolframAlpha    Building  on  25  years  of  development  led  by  Stephen  Wolfram,  WolframAlpha  has  rapidly  become  the  world's  definitive  source  for  instant  expert  knowledge  and  computation.  Across  thousands  of  domains  –  with  more  continually  added.  WolframAlpha  uses  its  vast  collection  of  algorithms  and  data  to  compute  answers  and  generate  reports  for  you.  Use  WolframAlpha  to  discover  new  information  about  the  world  and  to  breathe  expert  knowledge  into  any  facet  of  your  life.  https://itunes.apple.com/us/app/wolframalpha/  id334989259?mt=8  

 

Math  and  Numbers  Apps  (Listed  Alphabetically)    

 Free  

Calculator  for  iPad  Free  This  app  is  a  free,  fully  functioning  calculator.  It’s  great  in  terms  of  both  simplicity  and  functionality.    https://itunes.apple.com/us/app/calculator-­‐for-­‐ipad-­‐free/id398129933?mt=8  

 

 $0.99  

Finger  Count  This  is  a  simple  app  with  a  black  screen  that  children  touch.  The  number  1  is  spoken  and  it  appears.  A  child  touches  the  screen  again  and  the  number  2  is  spoken  and  it  appears.  Then  3...  4...  5...  6...  appear,  all  the  way  to  100  with  each  number  a  different  color.  It's  great  for  learning  numbers  in  sequence,  finding  numbers  on  the  screen  and  counting  backwards.    https://itunes.apple.com/us/app/id430578067?mt=8  

 

 $4.99  

Intro  to  Math  This  app  helps  kids  learn  to  read,  write  and  understand  numbers  from  zero  to  nine  through  a  series  of  interactive,  guided  and  challenging  activities,  based  on  the  proven  methodology  of  Montessori.  Kids  learn  the  basic  foundations  of  math,  how  to  read,  write  and  understand  numbers  from  0-­‐9,  number  symbols  and  their  units,  sequence,  order  and  spatial  relationships,  the  basics  of  odds  and  evens,  problem  solving  skills,  and  fine  motor  skills.  https://itunes.apple.com/us/app/intro-­‐to-­‐math-­‐by-­‐montessorium/id381064973?mt=8  

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  87  

 $1.99  

Math  Blaster  Hyper  Blast  This  is  an  arcade  style  math  teaching  game  that  uses  addition,  subtraction,  multiplication,  and  division  to  teach  and  reinforce  math  skills  in  a  fun  way.  There  are  30  levels  to  play  and  the  interface  is  easy  to  navigate,  even  for  younger  users.  https://itunes.apple.com/us/app/mathblaster-­‐hyperblast/id407597983?mt=8  

 Free  

Mermaid  Waters  This  app  is  a  PK-­‐friendly  math  application.    It  is  in  the  format  of  a  story  with  game  components.    Mermaid  Waters  is  free  to  download  and  try  but  requires  an  in-­‐app  purchase  to  unlock  the  full  game.    It  is  highly  engaging  as  it  covers  number  identification,  concepts  such  as  more  and  less,  smallest  to  largest,  counting,  and  simple  addition.    These  skills  are  found  throughout  the  animated  “story”  so  that  it  retains  the  user’s  attention.      https://itunes.apple.com/us/app/mermaid-­‐waters/id454136246?mt=8  

 $3.99  

Numbers  League  Numbers  League  is  a  game  in  which  kids  use  basic  math  skills  (addition,  subtraction,  multiplication,  and  division)  to  assemble  superheroes  to  capture  villains  with  their  powers.  It  is  fun,  easy  to  use,  supports  up  to  four  players  on  one  device,  and  has  a  wide  enough  range  of  difficulty  to  challenge  learners  at  different  levels.  https://itunes.apple.com/us/app/numbers-­‐league/id444781544?mt=8  

 Free  

PBS  Fetch:  Lunch  Rush  This  innovative  app  takes  advantage  of  the  latest  augmented  reality  technologies  to  project  virtual  images  onto  your  screen.  Essentially,  it  is  multi-­‐player  elementary  math  practice  app  that  requires  you  to  answer  some  simple  math  problems  so  that  you  can  serve  the  crew  of  a  movie  set  during  a  busy  lunch  hour.  There  are  five  rounds  of  addition  or  subtraction  questions.  https://itunes.apple.com/us/app/fetch!-­‐lunch-­‐rush/id469089331?mt=8  

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 Free  

PLAY123  PLAY123  is  a  learning  application  where  kids  can  play  with  shapes,  colors  and  numbers,  using  various  functions  of  the  iPad.  They  can  throw,  draw,  roll,  stack,  turn,  and  more.  Forms,  shapes  and  sounds  make  kids  play  with  their  senses  of  sight,  hearing  and  touch  in  such  creative  ways  that  help  their  imaginations.  Kids  can  learn  autonomously  as  well  as  learning  with  parents  or  peers.  https://itunes.apple.com/us/app/play123/id500024209?mt=8  

 $1.99  

Toca  Boca  -­‐  Store    Have  your  kids  ever  played  store  at  home?  Now  you  can  turn  your  iPad  into  a  Store  Play  Set  -­‐  without  any  of  the  cleaning  up  afterwards!  It's  a  great  toy  for  your  kids  to  play  together  with  you,  their  siblings  or  friends.  This  app  encourages  collaboration  for  developing  role-­‐playing  in  class.  You  can  use  it  alongside  an  existing  shop  and  money  role-­‐playing  activity.  https://itunes.apple.com/us/app/toca-­‐store/id442705759?mt=8  

 

Technology  Apps  (Listed  Alphabetically)    

 Free  

Bee-­‐Bot  is  another  app  that  is  perfect  for  the  younger  kids.  Help  your  kid,  ages  4  and  up,  learn  directional  language  and  programming  while  directing  their  bee  robot  through  various  scenarios.  https://itunes.apple.com/us/app/bee-­‐bot/id500131639?mt=8&uo=4&at=10lvk4  

 Free  

Daisy  the  Dinosaur  Kids,  ages  6-­‐10,  can  use  a  drag  and  drop  interface  to  program  and  animate  Daisy  the  Dinosaur.  Your  kids  can  learn  the  basics  of  objects,  sequencing,  loops,  and  events  by  solving  the  challenges  in  this  app.  https://itunes.apple.com/us/app/daisy-­‐the-­‐dinosaur/id490514278?mt=8&uo=4&at=10lvk4  

 $1.99  

KineScript    Your  kids  can  build  animations,  games,  and  stories  through  a  visual  programming  language.  It’s  easy  to  control  the  movements,  sound,  and  color.  Once  they’re  done,  they  can  email  and  share  their  creations  with  family  and  friends.  https://itunes.apple.com/us/app/kinescript-­‐visual-­‐programming/id674887500?mt=8&uo=4&at=10lvk4  

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 Free  

Kodoble  Free,  but  offers  in-­‐app  purchases.    Kodoble  is  a  game  for  kids  that  introduces  basic  programming  concepts  in  a  fun  way.  There  are  45  free  levels  to  play,  but  they  also  offer  classroom  accounts  for  teachers  who  want  to  use  the  game  in  the  classroom.  Definitely  worth  checking  out.  https://itunes.apple.com/us/app/kodable/id577673067?mt=8  

 $2.99  

Lightbot  In  this  game,  your  kids,  ages  9  to  11,  can  guide  a  robot  to  light  up  tiles  and  solve  the  different  levels  using  commands.  Lightbot  can  help  introduce  kids  to  programming  concepts  and  coding.  Lightbot  Jr.  is  an  easier  version  of  Lightbot  designed  for  younger  kids,  ages  6  to  8.  https://itunes.apple.com/us/app/id657638474?mt=8  

 Free  

Robozzle  Your  kids  can  use  simple  commands  to  help  a  robot  solve  puzzles,  follow  a  linked  list,  or  even  count  in  binary.  With  a  growing  database  of  over  1000  puzzles,  your  kids  will  have  plenty  of  opportunities  for  problem  solving  and  fun.  https://itunes.aple.com/us/app/robozzle/id350729261?mt=8&uo=4&at=10lvk4  

$0.99  

Scratch  Maze  Design  your  own  maze  in  Scratch  (a  popular  programming  environment,  for  those  of  you  who  aren’t  programming-­‐literate  yet)  using  this  simple  interface  and  fun  concept.  It  is  worth  noting  that  you’ll  need  to  download  Scratch  to  your  desktop  computer  in  order  to  create  your  game,  but  since  Scratch  is  an  easy,  visual  approach  to  programming,  it  is  great  for  kids  and  new  programmers  alike.  https://itunes.apple.com/us/app/scratch-­‐maze/id511957922?mt=8  

 Free  

ScratchJr  In  this  app,  kids,  ages  5  to  7  can  learn  to  program  their  own  games  and  interactive  stories.  Kids  snap  together  programming  blocks  to  make  their  characters  move,  jump,  dance,  and  sing.  ScratchJr.  was  inspired  by  the  popular  Scratch  programming  language,  developed  by  MIT.  It’s  a  great  way  to  introduce  young  kids  to  programming.  https://itunes.apple.com/us/app/scratchjr/id895485086?mt=8&uo=4&at=10lvk4  

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 Free  

ScriptKit  is  best  for  your  older  kids,  ages  12  and  up.  ScriptKit  is  a  drag-­‐and-­‐drop  programming  app  for  the  iPad.  With  it,  your  kids  can  build  simple  mobile  prototypes  using  native  iOS  UI  components  and  social  media  APIs.  So  what  does  that  mean?  They  can  design  and  write  code  on  the  iPad.  Create  simple  APIs.  Learn  from  examples.  https://itunes.apple.com/us/app/scriptkit-­‐drag-­‐drop-­‐programming/id549348390?mt=8&uo=4&at=10lvk4  

 Free  

Tynker  Kids  with  no  knowledge  of  programming  can  learn  logic  with  this  iPad  app.  The  app  contains  story  puzzles  that  kids  can  solve  through  dragging  and  dropping  to  make  visual  code  blocks.  Kids  learn  to  recognize  patterns  and  break  down  a  problem  into  small  steps.  Tynker  includes  one  free  game  and  additional  games  are  available  with  in-­‐app  purchasing.  Recommended  for  ages  9  to  11  year.  https://itunes.apple.com/us/app/id805869467?mt=8  

 Engineering  Apps  (Listed  Alphabetically)    

 $1.99  

Blocks!  This  app  allows  you  to  virtually  build  things  with  Lego-­‐looking  bricks  and  move  them  through  space  via  your  device.  You  can  even  control  your  objects  using  FCP  and  your  front  camera  (read  more  about  it  in  the  app  description  by  using  the  link).  A  great  way  to  approach  building  and  physics  in  a  virtual  environment.  https://itunes.apple.com/us/app/blocks%21/id390088835?mt=8  

 $5.99  

Finger  CAD:  You  might  not  have  the  full  function  that  other  CAD  programs  offer,  but  this  iPad  app  makes  it  fun  to  use  your  hands  to  draw  everything  from  houses  to  bridges  to  simple  geometric  figures.  http://itunes.apple.com/us/app/fingercad/  id364926834?mt=8

 $.99  

Go  Car  Go  A  physics  based  game  for  younger  learners  that  allows  users  to  build  a  car  and  test  it  in  a  variety  of  environments.  Physics  concepts  are  applied  and  will  affect  your  car’s  ability  to  move  along  the  course.  A  great  practical  approach  to  physics.  https://itunes.apple.com/us/app/go-­‐car-­‐go/id417281582?mt=8  

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 Free  

Hopscotch,  Programming  Designed  for  Everyone:  Coding  for  Kids    2013  Parents'  Choice  Gold  Award  winner  2014  Children's  Technology  Review:  Best  Educational  Technology  Hopscotch  is  programming  designed  for  everyone.  Kids  can  use  simple,  intuitive  building  blocks  to  create  games,  animations  and  apps  in  this  colorful,  interactive  environment.  Program  characters  to  move,  draw,  and  collide  with  each  other,  and  use  shaking,  tilting,  or  even  shouting  at  the  iPad  to  control  them.  https://itunes.apple.com/us/app/hopscotch-­‐programming-­‐designed/id617098629?mt=8  

 Free  

 LEGO  Juniors:  Create  and  Cruise  :  With  this  game,  users  can  play  with  LEGOs  without  even  having  them  on  hand,  building  trucks,  helicopters,  and  other  vehicles  to  deliver  cargo  to  a  given  destination,  without  getting  derailed  along  the  way.  Ages  4  and  up.  http://itunes.apple.com/us/app/lego-­‐app4%2B/id491075156?mt=8  

 $.99  

Paper  Bridge:  In  this  educational  game,  players  have  to  engineer  a  bridge  that  will  carry  vehicles  from  point  A  to  point  B,  without  collapsing.  http://itunes.apple.com/us/app/paper-­‐bridge/id364991162?mt=8  

 $1.99  

Pettson's  Inventions  2  Help  old  man  Pettson  and  his  cat,  Findus,  build  amazing  inventions!  Kids  need  to  determine  which  objects  should  be  included  and  where  they  fit  in  the  machinery.  Drag  and  drop  the  parts  to  their  right  spot  and  watch  the  invention  go!  A  secret  waits  to  be  unlocked  for  those  who  manage  to  complete  everything.  This  is  a  fun  and  pedagogically  sound  app  that  teaches  logic  and  stimulates  creativity  for  children  of  all  ages.  https://itunes.apple.com/us/app/pettsons-­‐inventions-­‐2/id573512990?mt=8  

 $2.99  

SpaceChem  Mobile  In  this  game,  your  kids  will  take  on  the  role  of  a  Reactor  Engineer  working  for  SpaceChem.  They  can  create  factories  to  transform  raw  goods  into  valuable  products,  and  streamline  designs  to  meet  production  quotas  and  beat  other  engineers.  https://itunes.apple.com/us/app/spacechem-­‐mobile/id466007612?mt=8&uo=4&at=10lvk4  

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 Free  

Technology  Flashcards  By  The  Museum  of  Science  This  flashcard  game  is  a  fun  learning  tool  for  elementary  school  children  that  are  beginning  to  learn  about  engineering  and  technology.  Many  children  (and  some  adults)  believe  that  the  term  “technology”  is  only  reserved  for  things  that  are  high-­‐tech  or  electric.  If  you  ask  children  to  give  you  examples  of  technologies,  they  will  often  come  back  with  a  list  of  items  limited  to  things  like  cell  phones,  iPods,  TVs,  and  cars.  But  the  definition  is  much  broader  than  that.  This  game  uses  flashcards  to  teach  children  that  a  technology  is  anything  designed  by  human  beings  to  help  solve  a  problem  or  meet  a  need.  This  means  that  items  such  as  cups,  pencils,  shoes,  and  even  processes  such  as  an  assembly  line,  are  just  as  much  technologies  as  the  high-­‐tech  examples.  Things  that  are  not  technologies  are  items  that  are  created  by  nature,  such  as  trees,  dirt,  tomatoes,  and  waterfalls.  https://itunes.apple.com/us/app/technology-­‐flashcards/id724872717?mt=8  

 Free  

TinkerBox:  This  application  is  a  great  tool  for  teaching  basic  engineering  concepts,  asking  students  to  play  games  created  around  physics  and  engineering  problems.  http://itunes.apple.com/us/app/tinkerbox/id431858684?mt=8  

   Puzzle  Apps  (Listed  Alphabetically)    

 $1.99  

Eric  Carle's  My  Very  First  App  This  fun  educational  app  has  three  matching  games  based  on  Eric  Carle’s  classic  best-­‐selling  My  Very  First  Books,  designed  specifically  for  the  iPhone  and  iPad.  The  app  comes  with  Colors  and  Animal  Homes  for  all  three  levels.  Customize  your  own  library  by  adding  Numbers,  Shapes,  Food,  and  Animal  Sounds,  available  as  in-­‐app  purchases  for  $.99  each.  https://itunes.apple.com/us/app/eric-­‐carles-­‐my-­‐very-­‐first-­‐app/id392077095?mt=8  

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Grandpa's  Workshop  This  dancing  Grandpa  and  his  whacky  tools  are  ready  for  fun  projects  in  the  workshop!  Created  by  the  makers  of  the  wildly  popular  "Grandma's  Garden",  Grandpa's  Workshop  includes  seven  action-­‐packed  mini-­‐games  loaded  with  educational  content  for  kids  ages  2-­‐6.  Kids  will  get  to  choose  parts  to  build  their  own  colorful  clubhouse  and  watch  educational  videos  of  real  tools  in  action!  https://itunes.apple.com/us/app/grandpas-­‐workshop/id555310530?mt=8  

 $2.99  

LittleThings  Everyone  in  the  family  can  enjoy  Little  Things,  the  innovative  seek  and  find  game.  Users  search  colorful  collages  built  from  thousands  of  little  things.  Randomized  searches  ensure  a  different  game  each  time  you  play.  It’s  amazingly  fun!  https://itunes.apple.com/us/app/little-­‐things/id382821388?mt=8  

 $1.99  

My  First  Tangrams  HD  -­‐  A  Wood  Tangram  Puzzle  Game  for  Kids  This  app  includes  more  than  1000  Tangrams  to  solve!!!  This  game  is  an  adaptation  for  kids  of  the  famous  Tangram  game.  Rules  have  been  simplified  (no  rotation  needed  at  all)  to  allow  every  kid  to  solve  all  the  Tangrams.  Using  the  new  creation  mode,  kids  will  have  fun  creating  their  own  Tangrams  and  then  sharing  them  with  the  whole  community  by  sending  them  to  our  server.  Recommended  for  ages:  4-­‐7.  https://itunes.apple.com/us/app/my-­‐first-­‐tangrams-­‐hd-­‐wood/id363843653?mt=8  

 Free  

TanZen  Lite    Users  choose  a  puzzle  to  solve,  and  try  to  fit  all  seven  game  pieces  within  the  shaded  puzzle  area  without  overlapping.  TanZen  recognizes  when  the  puzzle  is  finished.  You  can  play  for  two  minutes,  or  two  hours!  This  app  includes  54  free  puzzles  with  large,  intuitive  touch  controls.  You  can  solve  puzzles  in  any  order.  http://itunes.apple.com/sn/app/tangram-­‐hd-­‐lite/id436922740?mt=8  

   

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Measurement  Tools  (Listed  Alphabetically)    

 Free  

Bubble  Level  3  in  1  Handy  Utility  App.  Features  and  functionalities:  object  alignment,  angle  measurement,  surface  flatness,  and  inclinometer  -­‐  Also  known  as  a  tilt  –  meter;  will  help  drivers  during  off-­‐road  journeys,  to  control  and  minimize  the  risk  of  roll-­‐over.  https://itunes.apple.com/us/app/bubble-­‐level-­‐free-­‐for-­‐iphone/id465613917?mt=8  

 Free  

Clinometer  HD  -­‐  bubble  level  and  slope  finder  With  this  tool,  the  slope  can  be  measured  by  all  edges  of  the  device  in  every  direction.  When  the  device  is  put  flat  on  the  table  a  bubble  view  will  fade  in.  https://itunes.apple.com/us/app/clinometer-­‐hd-­‐bubble-­‐level/id364877623?mt=8  

 Free  

Commander  Compass  Lite  is  an  essential  GPS  toolkit  for  outdoors  and  off-­‐road  navigation.  Packed  with  tools  it  serves  as  a  compass  with  maps,  gyrocompass,  tactical  GPS  receiver,  waypoint  tracker,  speedometer,  altimeter,  Sun,  Moon  and  star  finder,  gyro  horizon,  and  coordinate  converter.  It  saves  your  custom  places  and  waypoints,  navigates  precisely  to  them  later,  shows  them  on  maps,  displays  detailed  GPS  info,  measures  distances,  angles,  and  does  a  lot  more.  https://itunes.apple.com/us/app/commander-­‐compass-­‐lite/id340268949?mt=8  

 Free  

Convert  Units  for  Free.  Convert  anything  easily.  This  free    app  lets  you  convert  area,  angles,  currency,  data,  density,  energy,  force,  length,  mass,  mileage,  power,  pressure,  speed,  temperature,  time,  volume,  volume  flow  and  more...  You  can  even  create  your  own  unit  conversions  for  anything  you  want,  quickly  and  easily.  https://itunes.apple.com/us/app/convert-­‐units-­‐for-­‐free-­‐1-­‐unit/id337224035?mt=8  

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 Free  

Decibel  10th  turns  your  iPhone,  iPad  and  iPod  touch  into  a  professional  sound  meter,  precisely  measures  the  sound  pressure  level  all  around  you.  This  extremely  useful  and  beautiful  tool  will  not  only  be  a  great  tool  for  many  uses  but  also  bring  you  a  lot  of  fun.  Have  you  wondered  how  quiet  is  your  room  or  how  loud  is  a  rock  concert  or  sport  event?  Decibel  10th  will  help  you  answer  all  those  right  now.  https://itunes.apple.com/us/app/decibel-­‐10th/id448155923?mt=8  

 Free  

EasyMeasure  -­‐  Measure  with  your  Camera!  EasyMeasure®  shows  the  distance  to  objects  seen  through  the  camera  lens  of  your  iPhone  or  iPad.  Simply  aim  your  iPhone/iPad  to  any  object  in  your  surroundings,  and  EasyMeasure  displays  the  distance  towards  that  object  on  top  of  the  camera  image.  With  its  amazing  3D  camera  overlay  grid,  using  EasyMeasure  is  very  intuitive  and  easy!  Find  out  how  far  it  is  towards  that  boat  at  the  other  side  of  the  lake.  Measure  how  tall  buildings  are.  Create  real-­‐world  math  problems.  https://itunes.apple.com/us/app/easymeasure-­‐measure-­‐your-­‐camera!/id349530105?mt=8  

 Free  

Gyroscope  An  amazing  visual  gyroscope  for  your  iPhone,  iPod  or  iPad.  This  application  displays  a  3d  gyroscope  that  acts  just  like  a  real  gyroscope  would  and  looks  so  real  you'll  want  to  touch  it!  And  it  acts  as  an  educational  tool  too  —  press  a  button  and  learn  about  the  math  and  the  history  behind  gyroscopes.  https://itunes.apple.com/us/app/gyroscope/id381953722?mt=8  

 Free  

i-­‐Ruler  Simply  measure  length  in  cm  or  inches  using  your  iPhone  or  iPod-­‐touch.    The  most  comfortable  and  easy  to  use  ruler  for  your  iPhone  https://itunes.apple.com/us/app/i-­‐ruler/id474785950?mt=8  

 $.99  

Map  Distance  &  Area  Path  on  Map  Distance  is  a  nice  companion  to  the  essential  app.  This  universal  app  lets  you  draw  free  form  lines  and  plot  the  distance.  This  is  incredibly  useful  if  you  do  not  travel  in  straight  lines.  Many  roads  curve  as  do  many  trails  down  a  mountain.  This  app  is  well  designed.  http://siteappguide.getapp.cc/app/413616423  

 

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  96  

 $2.99  

Map  Measure  -­‐  Area  and  Distance  Calculator  "How  much  area  on  the  block?"  "What  is  the  distance  from  Lincoln  Memorial  to  Washington  Monument?"  This  app  will  tell  you  the  answer.  https://itunes.apple.com/us/app/map-­‐measure-­‐area-­‐distance/id476039389?mt=8  

 $1.99  

Measure  Map  lets  you  quickly  and  easily  measure  distances,  perimeters  and  areas  with  laser  sharp  precision!  It  even  takes  into  account  the  curvature  of  the  earth’s  surface.  Use  it  for  small  areas  or  large,  then  share  your  findings  via  iTunes  or  email.  Click  “...More”  to  learn  why  you  should  download  this  App  today!  https://itunes.apple.com/us/app/measure-­‐map/id417622293?mt=8  

 Free  

Measure  Your  Land  It's  a  tape  measure  for  planet  Earth!  Measure  roads,  buildings  or  lands  from  the  bird's  eye  view.  https://itunes.apple.com/us/app/id520183630?mt=8  

 $1.99  

Multi  Measures  HD  -­‐  The  all-­‐in-­‐1  measuring  toolkit  The  most  handy  measuring  tool  kit  in  the  world.  Turning  your  iPad  into  a  multi  functional  measuring  device  with:  metronome,  stopwatch,  timer,  seismometer,  ruler,  surface  level  and  many  more.  https://itunes.apple.com/us/app/multi-­‐measures-­‐hd-­‐all-­‐in-­‐1/id374844888?mt=8  

 Free  

My  Altitude  uses  GPS  signals  to  determine  your  current  location,  altitude  (height  from  sea  level)  barometric  pressure  and  water  boiling  point.  The  application  does  NOT  need  an  Internet  connection  and  works  best  in  outdoors.  It  also  allows  you  to  get  a  picture  of  where  you  are  and  save  it  in  photo  album.  Picture  will  be  sealed  with  coordinates  of  current  location  along  with  altitude  and  local  date/time.  https://itunes.apple.com/us/app/myaltitude/id465262694?mt=8  

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  97  

 Free  

Slope  Slider  This  app  is  much  more  than  a  graphing  calculator,  the  way  a  face-­‐to-­‐face  conversation  is  more  than  a  text  message.  Users  of  this  app  are  immersed  in  a  world  of  lines.  As  the  user  changes  values  in  their  equations,  the  lines  move  to  instantly  reflect  those  changes.  Very  student-­‐friendly.  https://itunes.apple.com/us/app/slope-­‐slider/id449683449?mt=8  

 General  Tools    

 Free  

DropBox  DropBox  is  a  free  service  that  lets  you  bring  all  of  your  photos,  documents,  and  videos  anywhere.  It  is  especially  useful  for  getting  files  from  one  place  to  another.  After  you  install  DropBox  on  your  computer,  any  file  you  save  to  your  DropBox  will  automatically  save  to  all  of  your  authorized  computers,  your  iPad,  and  even  the  DropBox  website.  Save  photos  or  videos  to  your  DropBox  and  share  them  publicly  with  a  link.  https://itunes.apple.com/us/app/dropbox/id327630330?mt=8  

 Free    

EduCreations  EduCreations  turns  your  iPad  into  a  recordable  whiteboard.  Creating  a  great  video  tutorial  is  as  simple  as  touching,  tapping  and  talking.  You  can  explain  a  math  formula,  create  an  animated  lesson,  or  add  commentary  to  your  photos.  With  voice  recording,  realistic  digital  ink,  photos  and  text,  and  simple  sharing,  you  can  broadcast  your  ideas  from  anywhere.  https://itunes.apple.com/us/app/educreations-­‐interactive-­‐whiteboard/id478617061?mt=8  

 Free  

Evernote  Evernote  is  a  free,  easy-­‐to-­‐use  app  that  lets  you  take  notes,  capture  photos,  create  to-­‐do  lists,  record  voice  reminders,  all  of  which  are  completely  searchable  from  home,  at  work,  or  on  the  go.  It  instantly  synchronizes  your  iPad,  desktop,  laptop,  and  other  devices.  https://itunes.apple.com/us/app/evernote/id281796108?mt=8  

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 $2.99  

Explain  Everything  Explain  Everything  is  an  easy-­‐to-­‐use  design  tool  that  lets  you  annotate,  animate,  and  narrate  explanations  and  presentations.  You  can  create  dynamic  interactive  lessons,  activities,  assessments,  and  tutorials  using  Explain  Everything's  flexible  and  integrated  design.  Use  Explain  Everything  as  an  interactive  whiteboard  using  the  iPad  video  display  (via  Airplay/cable).  https://itunes.apple.com/us/app/explain-­‐everything/id431493086?mt=8  

 Free  

Haiku  Deck    Haiku  Deck  is  the  simple  new  way  to  create  stunning  presentations  –  whether  you  are  pitching  an  idea,  teaching  a  lesson,  telling  a  story,  or  igniting  a  movement.  It's  fast,  fun  and  simple  for  anyone  to  use.  Start  with  an  idea,  pick  a  template,  add  images  and  text,  and  share  your  creation.  https://itunes.apple.com/us/app/haiku-­‐deck-­‐presentation-­‐slideshow/id536328724?mt=8  

 

 $4.99  

iMovie    iMovie  is  part  of  the  iLife  suite  for  iPhone  and  iPad.  It  comes  with  eight  different  themes,  each  of  which  includes  its  own  title  screen  format,  transitions,  and  theme  music.  It’s  easy  to  use,  and  contains  lots  of  preinstalled  sound  effects.  Students  can  create  videos  to  demonstrate  their  learning  across  the  curriculum.  https://itunes.apple.com/us/app/imovie/id377298193?mt=8  

 Free  

iTuneU  iTunes  U  gives  you  access  to  complete  courses  from  leading  universities  and  other  schools  and  the  world’s  largest  digital  catalog  of  free  education  content.  You  can  learn  anytime,  anywhere.  Choose  from  more  than  500,000  free  lectures,  videos,  books,  and  other  resources  on  thousands  of  subjects  from  Algebra  to  Zoology,  and  browse  collections  from  education  and  cultural  institutions  in  26  countries  —  including  Stanford,  Yale,  MIT,  Oxford,  UC  Berkeley,  MoMA,  the  New  York  Public  Library,  and  the  Library  of  Congress.  You  also  can  take  free  courses  created  and  taught  by  instructors  from  leading  universities  and  other  schools.  https://itunes.apple.com/us/app/itunes-­‐u/id490217893?mt=8  

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  99  

 Free  

Kid  Paint  Kid  Paint  is  a  fun  and  easy  paint  app  for  kids  of  all  ages!  Tap  the  Brush  Icon  to  swap  between  Brush,  Pencil  or  Ink  Pen!  Or,  Tap  the  Shape  Icons  to  swap  between  Outline  or  Filled  Circle,  Square,  or  Triangle!  Check  out  the  Stamp  tool,  now  with  even  more  Stamps,  each  with  its  own  unique  Sound!  Tap  &  Place  the  Stamps  or  use  the  Type  feature  to  place  type  into  your  Painting.  https://itunes.apple.com/us/app/kid-­‐paint/id390806209?mt=8  

 Free  

Lino  –  Sticky  and  Photo  Sharing  Lino  is  an  online  stickies  service  where  you  can  post,  see  and  peel  off  stickies  on  canvases  freely.  It  is  excellent  for  crowd  sourcing  or  sharing  ideas.  Stickies  can  be  formatted  to  different  sizes  and  colors,  and  can  include  hyperlinks,  images  and  more.    https://itunes.apple.com/us/app/lino-­‐sticky-­‐photo-­‐sharing/id416718906?mt=8  

 Free  

Nearpod  Nearpod  allows  you  to  give  synchronized  teacher-­‐led  presentations.  You  can  create  presentations  online  that  you  then  share  with  students  through  their  iPads!  You  lead  the  presentation  from  your  iPad,  and  all  their  iPads  will  follow  along  in  sync!  You  can  even  send  out  questions,  polls,  drawing  assignments  and  more  through  Nearpod!    Nearpod  combines  presentation,  collaboration,  and  real-­‐time  assessment  tools  into  one  integrated  solution.  https://itunes.apple.com/us/app/nearpod/id523540409?mt=8  

 

 Free  

QuickVoice  Recorder  Using  the  utility  QuickVoice,  children  can  record  their  reading  or  orally  record  stories.  Then,  they  can  playback  their  recordings  to  critique  their  reading  or  begin  to  write  down  their  stories.  https://itunes.apple.com/us/app/quickvoice-­‐recorder/id284675296?mt=8  

 Free  

ScreenChomp  Share  a  great  idea,  explain  a  tricky  concept,  or  help  kids  with  their  homework  using  ScreenChomp.  From  the  makers  of  SnagIt  and  Camtasia  Studio  comes  a  simple  doodling  board  that  allows  you  to  make  and  share  a  video.  Record,  sketch,  share!  https://itunes.apple.com/us/app/screenchomp/id442415881?mt=8  

   

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  100  

 Free  

ShowMe    ShowMe  is  an  interactive  whiteboard  that  allows  you  to  record  voice-­‐overs  on  whiteboard  tutorials  and  share  them  online.  Its  features  include:  voice-­‐record,  multiple  brush  colors,  pause  and  erase,  import  pictures  from  your  photo  library,  built-­‐in  camera,  or  web  image  search,  unlimited  lesson  length,  upload,  share,  and  embedding  capabilities.  https://itunes.apple.com/us/app/showme-­‐interactive-­‐whiteboard/id445066279?mt=8  

 Free  

SimpleMind+  SimpleMind+  is  a  mind-­‐mapping  tool  that  turns  your  iDevice  into  a  brainstorming,  idea  collection  and  thought-­‐structuring  device.  It  is  easy  to  use  –  just  drag,  arrange  and  edit  topics  on  the  Mind  Map  page.  You  can  cut,  copy,  paste,  move,  or  duplicate  topics  between  mind  maps.  https://itunes.apple.com/us/app/simplemind+-­‐mind-­‐mapping/id305727658?mt=8  

 Free  

Skype  You  can  call,  video  call,  or  instant  message  anyone  on  Skype.  Plus,  if  you  add  a  little  Skype  Credit,  you  can  call  landlines  and  mobiles  at  really  low  rates.  You  will  need  a  Skype  account.  You  can  communicate  with  your  contacts  in  one  touch,  and  flick  through  recent  calls  and  instant  messages  in  your  Skype  for  iPad  history.  For  iPad  2  and  3  users,  you  can  talk  face-­‐to-­‐face  or  show  what  you’re  seeing  with  front  and  back-­‐facing  cameras.  https://itunes.apple.com/us/app/skype/id304878510?mt=8  

 Free  

Teacher/Student  Clicker  by  Socrative  Socrative  brings  smart  clickers,  student  response  and  ease  of  use  to  a  whole  new  level.  You  can  engage  the  entire  class  with  its  educational  exercises  and  games.  See  all  your  students’  ideas  in  real  time  and  interact  with  the  responses.  Instructor  feedback  is  provided.  Ask  your  own  poll  questions  or  build  a  premade  activity  for  the  whole  class.  https://itunes.apple.com/us/app/socrative-­‐student/id477618130?mt=8    https://itunes.apple.com/us/app/socrative-­‐teacher/id477620120?mt=8  

 

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  101  

 Free  

TED  TED  provides  riveting  talks  by  remarkable  people,  free  to  the  world.  TED  presents  talks  from  some  of  the  world's  most  fascinating  people:  education  radicals,  tech  geniuses,  medical  mavericks,  business  gurus  and  music  legends.  Find  more  than  900  TED  Talk  videos  (with  more  added  each  week)  in  the  official  TED  app.  https://itunes.apple.com/us/app/ted/id376183339?mt=8  

 Free  

VoiceThread    VoiceThread  is  an  educational  program  that  allows  students  and  teachers  to  create  and  share  dynamic  conversations  around  documents,  snapshots,  diagrams  and  videos.  Users  can  talk,  type,  and  draw  right  on  the  screen.  https://itunes.apple.com/us/app/voicethread/id465159110?mt=8  

 

Instructional  Strategies  for  Using  Mobile  Apps  in  STEAM  Classrooms     Scaffolding  student  lessons  is  a  great  way  to  increase  engagement  and  provide  teachers  with  material  for  assessment  and  coaching.  Below  I  have  listed  a  number  of  apps  and  instructional  strategies  for  using  these  apps  to  create  guided  experiences  for  your  students.  Many  of  the  suggested  strategies  can  be  used  with  a  number  of  different  apps.  On  the  left,  I  included  an  icon  of  the  app.  On  the  right,  I  have  briefly  described  an  instructional  strategy  to  use  with  that  app,  or  any  app  with  the  same  general  function.

   

 

Introducing  Yourself  to  Your  STEAM  Classmates  Take  pictures  of  each  other  in  pairs  or  groups  of  three  using  the  Built-­‐in  iPad  Camera.  Then,  using  Doodle  Buddy,  write  your  name  and  decorate  your  photo.    Share  with  your  classmates.  Email  to  Posterous  to  share  with  family.  

 

Creating  a  visual  dictionary  (examples:  colors,  food  groups,  pets,  etc.)  with  photographs.  Write  a  word  and  illustrate  the  word  with  a  photo  you  take  with  an  iPad.  Share  the  dictionary  with  your  class,  

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  102  

 

 

Conducting  an  Interview  with  a  STEAM  Expert  and  Creating  a  Video  with  the  Built-­‐in  Camera  Conduct  an  interview  with  a  relative  about  their  job,  hobbies,  favorite  experience,  or  childhood  memory.  Share  the  video  with  your  class.  

   

Recording  Yourself  Speaking  on  a  STEAM  Topic  Using  the  Built-­‐in  Camera    Record  yourself  speaking  about:  a  book  you  read  with  your  teacher,  parent,  friend;  a  trip  you  took  to  an  interesting  place;  your  family  members;  your  favorite  outdoor  activity;  your  favorite  math  or  science  activity.  Share  the  video  with  your  class.  

 

Demonstrating  how  to  complete  a  STEAM  process  with  the  Built-­‐in  Camera    Demonstrate  how  to  complete  a  process  like:  tie  a  shoe,  build  with  blocks,  place  number  blocks  in  order,  separate  colored  blocks  into  groups  of  different  colors.  Share  the  video  with  your  class.  

 

Creating  a  visual  dictionary  with  STEAM  images  Write  a  word  and  illustrate  the  word  with  a  drawing  created  in  Kid  Paint  or  other  drawing  tool.  Share  the  dictionary  with  your  class  

 

Stimulating  Discussion  on  STEAM  topics  Use  the  high  quality,  engaging  photos  in  Guardian  Eyewitness  to  stimulate  discussion  on  STEAM,  art,  science,  geography,  citizenship,  color,  current  events,  and  much  more.  

 

Collaborating  by  Using  the  iPad  as  an  Inexpensive  Mini-­‐Whiteboard  With  ScreenChomp,  students  can  use  the  iPad  to  draw  their  answers  to  STEAM  questions  as  they  would  on  a  mini-­‐whiteboard,  but  with  less  mess  and  no  need  for  pens.  

 

Creating  Mind  Maps  for  KWLs  Use  Idea  Sketch  (free,  simple  and  easy  to  use)  to  create  mind  maps  (KWLs)  for  what  the  students  already  Know  about  a  STEAM  topic,  What  they  want  to  investigate  about  the  topic,  and  what  they  Learned  during  that  unit.  You  can  save  each  Idea  Sketch  as  an  image  once  you've  finished.  

 

Creating  Mind  Maps  to  Aid  Writing  or  Plan  STEAM  Projects  Use  SimpleMind+  to  plan  or  revise  a  written  document,  or  to  plan  projects  with  multiple  steps  or  different  responsibilities  for  different  groups  of  students.  You  can  save  each  SimpleMind+  map  as  an  image  once  you've  finished.  

 

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Navigating  your  World  with  Google  Earth  Google  Earth  is  a  great  tool  for  taking  kids  on  a  virtual  fieldtrip.  Prepare  place  markers  showing  key  locations,  and  then  send  groups  off  to  learn  more  about  specific  places,  landmarks,  water  formations,  land  formations,  etc.  

 

Making  Thinking  Visual  by  Recording  and  Sharing  the  STEAM  Thinking  Process  Students  can  record  a  session  in  EduCreations  as  they  go  through  each  step  of  a  process.  They  can  draw,  write,  or  speak  (or  all  three)  to  explain  how  they  solved  a  math  problem  or  illustrated  a  story.  Then  they  can  share  their  recording  with  their  teacher.  This  helps  the  teacher  understanding  the  thinking  of  each  child.    

 

Seeing  an  Aerial  View  of  Your  School  and  Your  Neighborhood  Students  can  use  Google  Earth  or  Google  Maps  to  zoom  into  their  neighborhoods  or  the  area  around  their  schools  and  see  how  these  places  look  from  above.  It’s  also  a  good  way  to  teach  the  concepts  of  above  and  below.  It’s  best  to  view  these  apps  on  the  Interactive  White  Board  or  through  Apple  TV.      

 

Creating  Verbal  Exit  Tickets  for  STEAM  Classrooms  Students  use  Show  Me  or  ScreenChomp  to  annotate  and  speak  over  an  image,  graph  or  diagram  as  an  exit  ticket.  Ask  students  to  explain  two  or  three  things  they  learned,  and  one  or  two  questions  they  still  have.  Then,  they  share  their  recording  with  their  teacher.    

 

Solving  STEAM  Problems  with  ShowMe    Use  ShowMe  to  have  students  work  out  a  math  problem  by  drawing  it  out  on  the  white  board,  while  adding  an  audio  explanation  of  the  process.  You  can  then  embed  these  student  or  teacher  tutorials  into  blogs,  wikis,  or  where  ever  you  can  embed  something!  It’s  a  great  tool  for  an  authentic  assessment  of  understanding!  

 

Creating  Digital  Recording  of  Weekly  STEAM  Projects  Create  a  digital  journal  with  screen  shots  from  the  iPad:  “What  I  did  this  week  in  STEAM.”  Students  save  on  the  iPad  or  email  their  images  to  their  teacher  to  be  added  to  their  digital  portfolios.  

 

 

Watching  a  Curricular  Video  About  the  STEAM  Concept  Be  sure  to  use  just  segments  of  videos  that  age  appropriate  and  focused  on  specific  instructional  concepts.  Use  iMovie  to  remove  all  unnecessary  segments  of  the  curricular  video.  

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Transitioning  from  Pictures  to  Text  in  STEAM  Classrooms  Use  a  paper  or  digital  scaffold  (Notes,  Popplet,  or  SimpleMind+)  to  take  notes.  While  getting  younger  students  to  capture  their  ideas  in  text  takes  a  lot  of  work,  it  is  an  important  developmental  step  to  begin  transferring  ideas  into  written  forms.  

Recording  an  Audio  Summary  about  a  STEAM  Idea Record  an  audio  summary  using  Voice  Memo.  An  audio  recording  will  help  capture  the  ideas  that  students  omit  during  their  writing.    During  the  early  stages  of  writing  development,  many  details  get  lost  in  the  process  of  encoding  them  into  text.    The  voice  memos  will  help  to  fill  in  the  gaps  and  illuminate  details.

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A Special Challenge: Girls and STEM

 Whether  they’re  exploring  biotechnology,  mixing  up  chemistry  in  the  kitchen,  or  learning  about  engineering  and  the  design  process,  girls  are  moving  forward  into  the  future.  They  can  learn  techniques  used  by  forensic  scientists,  build  robots  and  participate  in  citizen  science  projects.    Girl  Scouts  of  the  Chesapeake  Bay    

 

Introduction    Teachers,  business  leaders,  political  leaders,  and  out  STEAM  workforce  all  recognize  the  need  for  attracting  more  females  into  STEAM  careers.  This  section  provides  strategies  used  by  several  organizations  as  well  as    

Girl  Scouts  of  Chesapeake  Bay’s  STEM/STEAM  Strands  and  Strategies    Girl  Scouts  of  Chesapeake  Bay’s  STEAM  Initiative  focus  on  the  following  target  areas  in  programming:    

• Engineering  and  Scientific  Processes  –  understanding  the  process  of  designing  a  product  as  a  solution  to  a  problem  and  using  experimental/field  observations  to  discover  how  the  world  works.    

• Innovation,  Creation  and  Communication  –  understanding  the  processes  of  imagining,  designing  and  creating  products  and  communicating  ideas.    

• Biotechnology  and  biomedical  engineering  –  understanding  how  technology  can  monitor  and  promote  health,  diagnose  and  predict  disease  and  provide  solutions  to  human  health  issues.  

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• Culinary  Science  –  understanding  how  chemical,  biological  and  physical  processes  are  involved  in  creating  a  successful  dish  (as  measured  by:  sensory,  efficiency,  and  economy  indicators).    

• Citizen  Scientist  –  conducting  chemical,  biological  and  environmental  experiments  and  data  collection  on  natural  systems  to  contribute  to  databases  for  analysis  and  interpretation  of  patterns  and  trends.      

• Events  –  opportunities  for  girls  to  interact  with  scientists,  engineers,  business  professionals  and  peers  regarding  STEAM-­‐related  content.    

• The  statistics  surrounding  STEAM  education  and  jobs  in  the  US  are  rather  staggering  to  me.  The  latest  that  I’ve  read  indicate  that  US  students  are  still  trailing  WAY  behind  other  nations  in  Science  and  Math  education  (US  ranks  47th  in  Math  and  Science  education  quality,  and  78%  of  high  school  graduates  don’t  meet  the  standard  levels  for  at  least  one  entry  level  STEAM  class  <  http://www.edudemic.com/?p=41239>).  To  top  it  off,  there’s  a  pretty  strong  gender  divide  in  the  STEAM  subjects:  Many  fewer  girls  are  interested  in  even  studying  these  subjects  <  http://www.edudemic.com/2013/05/the-­‐STEAM-­‐gender-­‐divide-­‐an-­‐interactive-­‐infographic/>,  and  they  don’t  feel  at  all  confident  about  their  skills.  

 

Online  STEM/STEAM  Resources  for  Females    So  how  do  we  get  more  girls  interested  in  STEM/STEAM  subjects  and  get  them  feeling  confident  that  they  can  rock  out  in  awesome,  fun,  high-­‐paying,  important  and  interesting  careers  that  are  still  largely  dominated  by  men?  There  are  a  number  of  great  resources  out  there  aimed  at  exactly  that.  Below  is  a  list  of  some  of  the  online  resources.    

Black  Girls  Code  http://www.blackgirlscode.com/    Black  Girls  Code  is  an  organization  that  unsurprisingly,  aims  to  increase  the  number  of  women  of  color  in  the  digital  space  by  empowering  girls  of  color  ages  7  to  17  to  become  innovators  in  STEAM  fields,  leaders  in  their  communities,  and  builders  of  their  own  futures  through  exposure  to  computer  science  and  technology.  They  offer  some  pretty  awesome  events  and  classes,  and  the  blog  portion  of  their  site  offers  great  reflections  and  information.    

   

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DigiGirlz  http://www.microsoft.com/en-­‐us/diversity/programs/digigirlz/default.aspx  Tech  giant  Microsoft  offers  several  programs  under  the  umbrella  of  DigiGirlz.  They  offer  online  courses,  a  high-­‐tech  camp  for  girls,  and  a  ‘DigiGirlz  Day’  where  girls  can  arrange  to  visit  Microsoft  locations  to  see  what  careers  in  the  high  tech  industry  are  all  about.    Center  For  STEAM  Education  For  Girls  http://STEAMefg.org/  The  Center  for  STEAM  Education  For  Girls  is  associated  with  the  Harpeth  Hall  School  (an  all  girls  school  in  TN),  and  they’re  working  to    is  create  a  transformation  on  the  educational  opportunities  for  girls  by  establishing  The  Center  for  STEAM  Education  for  Girls  to  increase  participation  by  girls  in  Science,  Technology,  Engineering,  and  Math  studies  in  high  school  and  college  and  to  encourage  them  to  aspire  to  STEAM  careers.  They  also  offer  a  Think  Tank  and  Conference  yearly.    Engineer  Girl  http://engineergirl.org/ Engineer  Girl  is  a  project  of  the  National  Academy  of  Engineering,  directed  at  bringing  more  young  girls  to  engineering  careers.  They  have  a  bright  and  fun  website  filled  with  useful  tools  including  a  ‘try  on  a  career’  section,  information  about  what  engineers  can  do,  and  real-­‐life  stories  from  actual  female  engineers.    The  National  Girls  Collaborative  Project  http://www.ngcproject.org/  The  National  Girls  Collaborative  Project  works  to  encourage  girls  to  pursue  careers  in  STEAM  fields.  They  offer  a  program  directory  for  you  to  find  local  programs,  listings  of  related  events,  and  a  robust  program  to  try  and  educate  teachers  and  counselors  to  guide  students  towards  rewarding  STEAM  careers.  It  is  a  directory  of  programs  and  organizations  that  focus  on  motivating  girls  to  pursue  careers  in  STEAM  fields.    National  Center  For  Women  and  Information  Technology  http://www.ncwit.org/  The  National  Center  For  Women  &  Information  Technology  offers  several  programs  to  encourage  women  to  participate  in  technology-­‐based  careers.  The  programs  target  high  school  and  college-­‐aged  girls,  and  offer  guidance,  scholarships,  encouragement,  and  internships.  They  even  offer  programs  for  counselors  to  help  equip  them  with  the  knowledge  they  need  to  encourage  students  towards  tech  careers.      

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Dot  Diva  http://www.dotdiva.org/  Dot  Diva  is  an  initiative  sponsored  by  WGBH  <  http://www.wgbh.org/>,  and  their  mission  is  to  create  an  exciting  and  positive  image  of  computing  for  high  school  girls.  They’re  working  to  showcase  women  in  technology  careers  and  show  how  a  technology  career  can  really  fit  into  any  passion  that  the  student  already  has.  They  also  offer  lots  of  great  resources  for  classes,  after  school  opportunities,  computer  camps,  college  programs,  careers,  and  more.   National  Girls  Collaborative  Project    http://www.ngcproject.org    A  directory  of  programs  and  organizations  that  focus  on  motivating  girls  to  pursue  careers  in  STEAM  fields.  There  are  links  to  over  a  dozen  programs  in  Charlotte,  including  Microsoft,  Project  Scientist  and  IT-­‐oLogy.    

 

Other  Online  Resources    

Teaching  Channel:  Closing  the  Gender  Gap  in  STEM  Education  (series  of  videos)  https://www.teachingchannel.org/videos/STEAM-­‐gender-­‐gap-­‐ced  A  series  of  videos  that  are  well  worth  watching.    Project  Scientist    http://www.projectscientist.org  Engaging  and  empowering  girls  with  a  passion,  talent  and  aptitude  for  science,  technology,  engineering,  and  math  (STEAM).    

   

 

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Online STEM/STEAM Resources  

 

 

We  must  ensure  a  STEM-­‐capable  citizenry.  All  U.S.  citizens  should  have  an  understanding  of  scientific  and  technological  knowledge,  engineering  principles,  and  quantitative  methods  sufficient  to  succeed  in  public  life  and  in  their  careers,  and  to  make  informed  decisions  about  issues  facing  our  Nation  and  our  planet.    President’s  2010  Council  of  Advisors  on  Science  and  Technology  

 

Introduction    This  section  describes  online  STEAM  resources  in  a  number  of  different  categories.  Most  are  resources  you  can  use  to  bring  a  STEAM  emphasis  to  your  classroom.  A  title,  a  description,  and  a  URL  are  listed  for  all  resources.  In  some  cases,  I  have  also  included  an  image  to  peak  your  curiosity.    There  is  common  agreement  that  students  must  become  proficient  in  STEAM  concepts.  But  more  importantly,  they  must  feel  excited  about  wanting  to  learn  more.  To  do  that,  teachers  must  provide  more  problem-­‐based  and  project-­‐based  learning  opportunities  for  students.  Examples  of  many  such  units  are  described  below.  

 Problem-­‐Based  Learning  from  the  Teaching  Channel’s  STEM  Design  Challenge    The  projects  listed  below  are  part  of  the  Teaching  Channel’s  STEM  Design  Challenge,  and  are  designed  to  really  engage  students,  peak  their  interest  in  STEM,  and  hopefully  motivate  them  to  continue  their  interest  in  and  passion  for  STEM  endeavors.    

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In  STEM  Design  Challenge:  Edible  Cars,  students  engineer  cars  using  different  foods.  Students  gain  experience  with  various  STEAM-­‐related  skills,  such  as  problem  solving,  working  collaboratively,  researching,  and  planning  and  executing  a  design  process.    https://www.teachingchannel.org/videos/engineering-­‐design-­‐process-­‐STEM-­‐lesson    

 

In  Experimenting  with  STEM:  The  Barbie  Bungee  Jump,  students  use  Barbie  dolls  and  rubber  bands  to  perform  experiments  and  calculate  the  line  of  best  fit.  

The  Heat  Loss  Project:  A  STEM  Exploration  combines  technology  and  engineering  to  explore  the  abstract  concept  of  thermal  energy  and  how  it  works.  

 

 

In  Roller  Coaster  Physics,  students  use  knowledge  of  energy  and  motion  to  construct  fun  and  safe  roller  coasters  to  learn  about  Newton’s  Laws.  Discover  why  having  more  constraints  make  students  better  problem  solvers.    https://www.teachingchannel.org/videos/teaching-­‐STEM-­‐strategies  

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Applying  STEM:  The  Brain  Safety  Challenge.  In  Ms.  Comer’s  class  studies  neuroscience  and  brain  injury  by  fashioning  “helmets”  for  eggs.  Her  lesson  walks  students  through  the  various  components  of  scientific  thinking  when  performing  experiments.  https://www.teachingchannel.org/videos/applying-­‐STEM-­‐middle-­‐school  

 

   PBS  STEM  Education  Resource  Center    PBS  <http://www.pbs.org/teachers/STEM/>  offers  all  students  the  opportunity  to  explore  new  ideas  and  new  worlds  related  to  science,  technology,  engineering,  and  mathematics  (STEM)  learning  through  television  and  online  content.  Online  broadband  access  and  digital  media  are  dramatically  changing  the  opportunities  available  to  the  nation’s  educators  improving  STEM  education.  All  the  PBS  STEM  Resources  are  described  below:    

Name/Level   Description/URL  

Cyberchase  PreK-­‐5  

This  award-­‐winning  series  features  exciting  adventures  that  teach  core  math  and  science  concepts.  The  Super  Cyberchase  Science  theme  page  highlights  resources  that  promote  math  and  science  connections,  and  The  Inventor’s  Workshop  game  introduces  students  to  basic  principles  of  physics  and  engineering.  http://pbskids.org/cyberchase/  

 Dinosaur  Train  

PreK-­‐3  

Dinosaur  Train  embraces  and  celebrates  the  fascination  that  preschoolers  have  with  both  dinosaurs  and  trains,  while  encouraging  basic  scientific  thinking  skills  as  the  audience  learns  about  life  science,  natural  history  and  paleontology.  http://pbskids.org/dinosaurtrain  

 Sid  the  Science  Kid  

PreK-­‐1  

Sid  the  Science  Kid  is  an  educational  animated  television  series  using  comedy  to  promote  exploration,  discovery  and  science  readiness  among  preschoolers.  http://pbskids.org/sid/  

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  112  

 DragonflyTV  

PreK-­‐5  

This  program  provides  children  with  opportunities  to  explore  science  and  engineering  to  share  the  excitement  of  scientific  discovery.  The  Web  site  includes  a  wealth  of  science-­‐related  games,  activities,  and  streaming  video.  http://pbskids.org/dragonflytv/  

 EekoWorld  PreK-­‐4  

This  site  teaches  children  about  environmental  science  and  includes  two  immersive  interactive  games  as  well  as  lesson  plans  for  grades  K-­‐4.  http://pbskids.org/eekoworld/  

 Kratts’  Creatures  

PreK-­‐5  

Students  can  go  on  a  virtual  creature  adventure  to  explore  wildlife  and  habitats  in  an  immersive  online  “world.”  http://pbskids.org/krattscreatures/  

 The  Cat  in  the  Hat  Knows  a  Lot  About  

That!    PreK-­‐1  

Discover  the  joy  and  wonder  of  science  with  Cat  and  his  friends  as  he  takes  preschoolers  on  a  wild  learning  adventure!  Dr.  Seuss’s  The  Cat  in  the  Hat  guides  friends  Sally  and  Nick  –  with  a  little  help  from  the  Fish,  Thing  1  and  Thing  2  –  on  fun-­‐filled  adventures  where  they  make  natural-­‐science  discoveries,  from  how  bees  make  honey  to  why  owls  sleep  during  the  day.    http://pbskids.org/catinthehat/  

 SciGirls  

Grades  3-­‐6  

SciGirls  is  out  to  change  how  tweens  think  about  science,  technology,  engineering  and  math,  or  STEAM!  In  each  episode,  join  bright,  curious  real  girls  in  putting  STEAM  to  work.  Then  check  out  the  website  to  play  games,  watch  episodes,  share  projects,  and  connect  with  other  SciGirls  in  a  totally  safe  social  networking  environment!  http://pbskids.org/scigirls  

   

ZOOM  Grades  3-­‐6  

This  program  and  site  promote  activity-­‐based  learning  about  science  and  engineering.  The  site  offers  a  wide  variety  of  games  and  activities  to  enhance  children’s  knowledge  and  enthusiasm  about  science.  It  includes  fun  math-­‐related  exercises  like  detecting  patterns,  taking  measurements,  and  using  spatial  logic.  http://pbskids.org/zoom  

 

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Mathline  Grades  K-­‐8  

Mathline  provides  over  one  hundred  free  standards-­‐based  lesson  plans  and  video  lessons.  Teachers  can  search  this  comprehensive  catalog  by  keyword,  topic,  or  grade  range.  http://www.pbs.org/teachers/mathline/lessonplans/search_k-­‐2.shtm  (Grades  K-­‐2)  http://www.pbs.org/teachers/mathline/lessonplans/search_3-­‐5.shtm  (Grades  3-­‐5)  http://www.pbs.org/teachers/mathline/lessonplans/search_6-­‐8.shtm  (Grades  6-­‐8)    Search  the  complete  catalog  on    http://www.pbs.org/teachers/math  

 Nature  

Grades  6-­‐12  

This  site  contains  a  wide  variety  of  teacher’s  guides,  lesson  plans,  interactive  activities,  video  clips  and  more  to  help  teachers  and  students  explore  the  wonders  of  the  natural  world.  http://www.pbs.org/wnet/nature/  

 Secrets  of  the  Dead  

Grades  6-­‐12  

This  program  and  site  introduce  students  to  topics  in  chemistry,  forensics,  physical  sciences  and  life  sciences  through  the  investigation  of  age-­‐old  mysteries.  Many  of  the  lesson  plans  are  enhanced  with  streaming  video  and  interactives.  http://www.pbs.org/wnet/secrets/  

   

NOVA  Grades  6-­‐12  

NOVA  is  the  highest  rated  science  series  on  television  and  the  most  watched  documentary  series  on  public  television.  It  is  also  one  of  television's  most  acclaimed  series,  having  won  every  major  television  award,  most  of  them  many  times  over.  The  Web  site  offers  an  extensive  collection  of  teacher’s  guides  with  viewing  ideas  and  classroom  activities,  interactives  and  related  resources.  Teachers  can  also  sign  up  to  receive  a  weekly  e-­‐mail  reminding  you  of  upcoming  NOVA  programs  and  related  NOVA  Web  resources.  http://www.pbs.org/wgbh/nova/  

   

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 Design  Squad  Grades  6-­‐12  

This  program,  designed  specifically  for  teens,  use  a  reality  competition  format  to  build  excitement  about  engineering.  The  Web  site  includes  hands-­‐on  activity  ideas,  an  educator’s  guide,  interactives  and  video.  http://pbskids.org/designsquad/  

   

Jean-­‐Michel  Cousteau:  Ocean  Adventures  

Grades  6-­‐12  

Designed  primarily  for  middle  school  educators  and  students,  Ocean  Adventures  resources  are  appropriate  for  use  in  both  formal  and  informal  educational  settings.  They  are  aligned  with  National  Science  Content  Standards  and  Ocean  Literacy  Essential  Principles  and  Fundamental  Concepts.  The  themes  of  Adaptations,  Ecosystems  and  Human  Impact  are  interwoven  throughout  the  Ocean  Adventures  episodes  and  educational  materials.  Use  our  engaging  multimedia  resources  to  teach  your  students  these  important  concepts!  http://www.pbs.org/kqed/oceanadventures/educators/  

   

QUEST  Grades  6-­‐12  

Inspire  students  with  stories  that  demonstrate  science  in  the  real  world,  from  energy-­‐saving  windows  to  the  science  of  cheese.  KQED’s  award-­‐winning  multimedia  science  and  environment  series  QUEST  aims  to  raise  science  literacy  and  inspire  audiences  to  discover  and  explore  science  and  environment  issues  for  themselves.  The  series  focuses  on  nine  content  areas:  astronomy,  biology,  chemistry,  climate,  engineering,  environment,  geology,  health,  and  physics.  http://science.kqed.org/quest/  

 E2  

Grades  6-­‐12  

The  series  explores  attainable  solutions  to  pressing  environmental  and  social  challenges,  and  its  stories  are  culled  from  a  variety  of  fields  including  design,  energy,  transport,  water,  food  and  urban  development.  http://www.pbs.org/e2/  

 Ken  Burns  American  Stories:  Baseball    

Grades  6-­‐8  

This  program  uses  the  history  of  baseball  as  a  powerful  metaphor  for  the  struggles  and  triumphs  of  the  past  150  years  of  American  history.  Its  Web  site  includes  several  themed  lesson  plans  that  energize  lessons  in  geometry  and  economics  with  the  fun  and  excitement  of  baseball.  http://www.pbs.org/kenburns/baseball/teachers  

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 Lewis  and  Clark  Grades  6-­‐8  

This  four-­‐hour  television  documentary  chronicles  the  dangers  and  discoveries  of  Lewis  and  Clark’s  expedition  across  the  West.  Several  related  lesson  plans  available  on  the  Web  site  use  the  Lewis  and  Clark  journey  to  frame  crucial  mathematics  concepts  like  geographic  mapping,  statistics,  estimation,  and  data  analysis.  http://www.pbs.org/lewisandclark/class/idx_les.html  

 Scientific  American  

Frontiers  Grades  5-­‐12  

This  program  hosted  by  Alan  Alda  explores  the  latest  trends  in  science,  medicine,  technology,  and  the  environment.  Each  program  is  accompanied  by  an  online,  printable  teaching  guide  with  activity  ideas  and  quizzes.  To  browse  the  math-­‐focused  lesson  plans,  use  the  Advanced  Search  available  on  the  PBS  Teachers  Web  site.  Enter  the  keywords  “Scientific  American  Frontiers”  and  narrow  your  search  to  the  subject  “Math”  and  the  grade  level  of  your  choice.  http://www.pbs.org/saf/educators.htm  

   

The  Ascent  of  Money  Grades  6-­‐12  

This  groundbreaking  four-­‐part  series  examines  the  creation  of  the  economic  system  by  taking  viewers  on  a  global  trek  through  the  history  of  money.  Lesson  plans  explore  the  role  of  banks,  the  concept  of  insurance,  the  basics  of  the  stock  market,  and  entrepreneurship.  http://www.pbs.org/wnet/ascentofmoney/lessons/  

   

Misunderstood  Minds  Professional  Development  

This  PBS  special  and  its  Web  site  offer  resources  to  help  students,  parents,  and  educators  understand  and  overcome  the  challenges  of  learning  disabilities.  The  mathematics  section  of  this  site  provides  exercises  and  teaching  strategies  to  help  students  with  specifically  math-­‐related  disabilities.  http://www.pbs.org/wgbh/misunderstoodminds/math.html  

 PBS  Parents  Guide  to  Early  Math  (PreK-­‐2)  

Professional  Development  

This  bilingual  Web  site  features  math  teaching  tips,  fun  learning  activities,  recommended  books,  and  a  child  development  tracker  with  early  math  milestones.  http://www.pbs.org/parents/earlymath  

 

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The  National  Education  Association  (NEA)  10  Best  STEAM  Resources    

 Exploratorium  Grades  K-­‐12  

Provides  interactives,  web  features,  activities,  programs,  and  events  for  K-­‐12.  Saturday  and  Summer  professional  development  workshops  are  available  through  the  Teacher  Institute.    http://www.exploratorium.edu/  

 NASA  —  Educators  Grades  K-­‐12  

Lesson  plans,  teacher  guides,  classroom  activities,  video  clips,  games,  posters,  and  more  for  teachers  and  students  in  grades  K-­‐4,  5-­‐8,  9-­‐12,  and  higher  education.    http://www.nasa.gov/audience/foreducators/index.html#.VD2amee7mvQ  

 eGFI:  Dream  Up  the  Future  Grades  K-­‐12  

Promotes  engineering  education  with  K-­‐5,  6-­‐8,  9-­‐12  lesson  plans,  activities,  outreach  programs,  and  links  to  web  resources.  Teachers  and  students  can  download  the  first  three  issues  of  eGFI  magazine.  http://www.egfi-­‐k12.org/  

 Kinetic  City  Grades  3-­‐5  

Science  games  for  students  in  grades  3-­‐5.  One  activity  asks  students  to  replace  the  body  systems  of  a  character  who  sounds  like  Arnold  Schwarzenegger.  The  website  requires  free  registration.  http://www.kineticcity.com/  

 National  

STEAM  Video  Game  

Challenge  Grades  5-­‐12  

Middle  school  (5-­‐8),  high  school  students  (9-­‐12),  and  educators  are  invited  to  design  games  that  incorporate  STEAM  content  or  STEAM  themes  in  innovative  and  engaging  ways.  Homeschoolers  are  eligible  to  enter  as  well.    http://www.STEAMchallenge.org/  

Master  Tools  Grades  6-­‐12  

Eight  interactive  math  and  science  tools  and  simulations  for  students  in  grades  6-­‐12.  All  simulations  and  curriculum  materials  meet  the  new  National  Science  Education  Standards  and  National  Math  Education  Standards.    http://www.shodor.org/master/  

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 Engineer  your  

Life  Grades  5-­‐12  

This  guide  introduces  girls  in  grades  9-­‐12  to  young  women  engineers  and  highlights  careers.  A  section  for  parent  and  counselors  furnishes  background  in  engineering  to  better  advise  students.  See  link  to  a  companion  site  for  girls  in  grades  5-­‐8.    http://www.engineeryourlife.org/  

 STEM  

Education  Resource  Center  

Provides  nearly  4,000  science,  technology,  engineering  and  math  resources  for  PreK-­‐5,  6-­‐12  as  well  as  free,  self-­‐paced  modules  for  teachers  teaching  global  climate  change  to  middle  school  and  high  school  students.    http://www.pbs.org/teachers/STEM/  

 A  Compendium  of  Best  Practice  K-­‐12  STEM  Education  Programs  

All  38  K-­‐12  STEM  programs  included  in  this  report  provide  challenging  content/curriculum,  an  inquiry-­‐learning  environment,  defined  outcomes/assessment,  and  sustained  commitment/community  support.  Each  program  entry  gives  an  overview,  defines  target  population  and  learning  environment,  and  presents  highlights  of  results.  (PDF,  6.2  MB,  106  pgs.)  http://eie.org/sites/default/files/bayer_compendium.pdf  

 

 STEAM  Educator  Materials  

 

Download  posters,  educator  guides  with  activities  and  age-­‐appropriate  career  information  for  your  students.  All  activities  meet  national  education  standards  of  learning  for  math,  science  and  technical  literacy.  Registration  is  required  but  free.    http://www.firstbook.org/component/content/article/110  

 National  Science  Foundation  Suggested  STEAM  Resources    

 Whyville  

Whyville  is  an  interactive  website  and  part  of  a  larger  research  project.  In  Whyville,  millions  of  "citizens"  come  from  all  over  to  learn,  create,  and  have  fun  together.  Organization:  California  Institute  of  Technology    http://www.whyville.net/smmk/nice    

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  118  

 Connecting  with  

Mathematics:  Ideas  behind  Techniques  

The  Education  Development  Center  (EDC)  is  developing,  field-­‐testing,  and  disseminating  professional  development  materials  for  mathematics  teachers  in  grades  6-­‐12.  Organization:  Education  Development  Center    http://www.edc.org/  

 Universal  Design  in  Science  Education  

The  Universal  Design  in  Science  Education  project  develops  technology-­‐rich  science  curriculum  modules  for  grades  3-­‐6.  Organization:  The  Concord  Consortium    http://concord.org/projects/udl  

 Understanding  

Science  

The  mission  of  Understanding  Science  is  to  provide  a  fun,  accessible,  and  free  resource  that  accurately  communicates  what  science  is  and  how  it  really  works.  Organizations:  The  University  of  California  Museum  of  Paleontology,  Berkeley    http://undsci.berkeley.edu  

 Think  Math!  

Think  Math!  is  a  comprehensive  kindergarten  through  fifth  grade  curriculum  that  provides  high-­‐quality  mathematics  for  all  children.  Organization:  Education  Development  Center    http://www.harcourtschool.com/thinkmath/index.html  

 The  Fun  Works  Careers  Guide  

Fun  works  is  a  web  site  designed  to  help  young  people  explore  ways  to  link  their  interests  to  exciting  future  careers.  http://www.nsfresources.org/resource.cfm?resource_id=1496&topic=T  

 Exploratorium  

Science  Snackbook  

Exploratorium  Science  Snackbook  is  a  collection  of  science  education  resources  that  are  based  on,  and  scaled  down  from,  exhibits  in  the  museum  of  science,  art  and  human  perception  in  San  Francisco.  Organization:  Exploratorium    http://www.exploratorium.edu/snacks/    

   

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 Understanding  Evolution  for  Teachers  

With  over  a  million  hits  per  year,  Understanding  Evolution  for  Teachers  is  a  teacher  resource  aimed  at  improving  the  understanding  of  the  nature  of  science,  the  patterns  and  processes  of  evolution,  and  the  history  of  evolutionary  thought  and  to  increase  their  ability  to  teach  these  subjects  effectively.  http://www.evolution  

 Science  Notebooks  in  K-­‐12  Classrooms  

Science  Notebooks  can  be  used  to  help  students  develop,  practice,  and  refine  their  science  understanding,  while  also  enhancing  reading  and  writing.  Organization:  Western  Washington  University    http://sciencenotebooks.org/  

 Math  in  Context  

Mathematics  in  Context  (MiC)  is  a  comprehensive  6-­‐8  Mathematics  curriculum.  It  uses  realistic  contexts  and  multiple  strategies  to  discover,  explore,  and  understand  rich  math  concepts…  Organization:  University  of  Wisconsin-­‐Madison    http://mathincontext.eb.com/curriculum  

 Math  Pathways  and  

Pitfalls  

Math  Pathways  and  Pitfalls  (MPP)  provides  professional  development  for  teachers,  and  intervention  lessons  for  students  in  grades  K-­‐8.  Organization:  WestEd    http://mpp.wested.org/  

 How  to  Smile  

Math  and  Science  resources  for  out-­‐of-­‐school  learning    The  Science  and  Math  Informal  Learning  Education  (SMILE)  pathway  collects  the  best  educational  materials  on  the  web  and  creates  learning  activities,  tools,  and  services  for  those  who  teach  school-­‐aged  kids  in  non-­‐classroom  settings.  Organization:  University  of  Cal-­‐Berkeley    http://www.nsfresources.org/resource.cfm?resource_id=1459&topic=TD  

 SimCalc  

The  SimCalc  project  seeks  to  democratize  access  to  the  mathematics  of  change,  making  challenging  concepts  accessible  to  ordinary  middle  school  students.  Organization:  Simcalc    http://math.sri.com/  

 

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 Focus  on  

Mathematics  

Focus  on  Mathematics  is  a  partnership  seeking  to  improve  student  achievement  by  providing  mathematics  teachers  with  the  content  knowledge  and  skills  valuable  in  their  profession.  Organizations:  Boston  University;  Education  Development  Center;  the  Massachusetts  school  districts  of  Arlington,  Chelsea,  Lawrence,  Waltham,  and  Watertown;  Lesley  University;  University  of  Massachusetts-­‐  Lowell;  Worcester  Polytechnic  Institute    http://www.focusonmath.org/  

 Engineering  is  Elementary  

The  Engineering  is  Elementary  (EiE)  project  aims  to  foster  engineering  and  technological  literacy  among  children.  Organization:  Boston  Museum  of  Science    http://www.eie.org/  

 

Arizona  STEM  Network  Implementation  Guides    The  AZ  STEM  Network  provides  help  to  teachers,  schools,  and  districts  wishing  to  implement  a  STEM  program.  Science  Foundation  Arizona,  in  partnership  with  Maricopa  County  Education  Service  Agency  (MCESA),  has  created  a  four  level  STEM  Immersion  Guide-­‐-­‐Exploratory,  Introductory,  Partial  Immersion,  Full  Immersion-­‐-­‐to  lead  teachers,  schools,  and  districts  through  the  process.            STEAM  instruction  is  more  than  a  change  in  curriculum.  True  STEAM  instruction  involves  the  trans-­‐disciplinary  integration  of  science,  technology,  engineering,  art  and  mathematics  into  rigorous  lessons  that  connect  the  students  to  real  world  careers  and  issues.        The  guides  provide  step-­‐by-­‐step  roadmaps  for  implementing  STEM/STEAM  at  each  level  of  engagement.  They  offer  schools  timelines  for  planning,  implementing  and  facilitating  a  STEM/STEAM  program  at  four  levels:  Exploratory,  Introductory,  Partial  Immersion,  and  Full  Immersion.    The  checklists  are  organizational  tools  to  drive  program  development.  The  guides  also  provide  the  processes  used  to  gather  qualitative  and  quantitative  data  elements  and  observations  necessary  to  evaluate  effective  STEM/STEAM  schools/programs.  Each  level  is  summarized  below  and  provide  in  their  entirety  in  Appendices  G,  H,  I  &  J:    The  Exploratory  Model  describes  a  traditional  school  experience  with  STEM/STEAM  -­‐related  EXTRA  CURRICULAR  opportunities  offered  to  students  in  addition  to  the  regular  school  day.  These  experiences  may  include,  but  are  not  limited  to:  after  school  clubs,  summer  programs,  science  fairs,  robotics  clubs,  video  production  clubs,  etc.    

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The  Introductory  Model  describes  a  traditional  school  experience  with  STEM/STEAM  -­‐related  experiences  offered  in  addition  to  the  current  curriculum.  These  experiences  may  include,  but  are  not  limited  to:  integrated  STEAM  units  delivered  once  the  state  testing  is  complete,  supplementary  stand-­‐alone  learning  units  offered  through  industry  or  non-­‐profit  partnerships,  etc.    The  Partial  Immersion  Model  describes  a  school  experience  where  STEM/STEAM  -­‐related  experiences  are  integrated  into  the  current  curriculum.  These  experiences  may  include,  but  are  not  limited  to:  teaching  to  a  school-­‐wide  STEAM  theme,  teaching  year-­‐long  integrated  Problem/Project-­‐Based  Learning  Units,  teaching  dual-­‐enrollment  programs,  teaching  in  a  "school  within  a  school"  model,  etc.    The  Full  Immersion  Model  describes  a  total  school  experience  where  STEM/STEAM  -­‐related  experiences  are  imbedded  within  a  cross-­‐curricular,  thematic  focus  in  ALL  content  areas.  Full  Immersion  schools  look  more  like  21st  Century  workplace  environments  rather  20th  century  K12  school  environments.  Problem-­‐based  Learning  drives  the  curriculum  and  instruction.  Students  constantly  collaborate  to  solve  authentic  problems,  propose  solutions,  and  contribute  ideas  to  the  larger  community.    

Video  Resources    

• Launch  Point  is  a  collection  of  open  source  STEM  related  videos.  The  films  focus  on  STEAM  related  careers  and  experiences  on  a  variety  of  topics.  The  films  are  best  suited  to  students  from  grades  6  and  up.  They  are  also  a  good  resource  for  teachers  wishing  to  learn  more  about  STEM.  http://www.cox7.com/launchpoint  

 • STEM  Journals  showcases  full  episodes  of  STEAM  programming,  STEAM  clips,  the  

Young  Investigators  Series,  and  a  variety  of  school  based  STEAM  programs  from  Cox  7  On  Demand  Channel  1894.  http://www.cox7.com/STEM-­‐journals/videos  

 • Saving  the  Silver  Bullet:  Jaime  Casap  at  TEDxFargo.  Jaime  Casap  is  the  Global  

Education  Evangelist  at  Google,  Inc.  Jaime  evangelizes  the  power  and  potential  of  the  web,  technology,  and  Google  tools  in  education.  He  helps  educational  organizations  across  the  world  find  ways  to  utilize  these  tools  in  support  of  new  learning  models.  Born  and  raised  as  a  first  generation  American  to  a  single  mother  on  welfare  in  Hell's  Kitchen,  New  York,  Jaime  understands  the  power  of  education  in  changing  the  destiny  of  a  family  in  just  one  generation.  https://www.youtube.com/watch?v=FbXgCLMl9R4    

   

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• The  Future  Of  STEM  Education:  Roni  Ellington  at  TEDx  Baltimore.  Professor  Roni  Ellington  has  served  on  the  faculty  at  Morgan  State  University  since  2006.  Her  work  focuses  on  mathematics  education.  Research  interests  include  understanding  the  experiences  of  high  achieving  mathematics  students,  STEAM  education,  and  teacher  professional  development.  https://www.youtube.com/watch?v=7Hb0vkdzaWg  

 • America's  STEM  Education  Problem.  Our  nation's  high  school  seniors  aren't  

ready  for  college-­‐level  math  and  science  courses.  Few  graduates  take  advanced  STEAM  classes  in  high  school,  and  those  who  do  rarely  earn  qualifying  scores  on  their  AP  exams.  

 Once  in  college,  students  are  largely  avoiding  STEAM  majors.  And  post-­‐college,  less  than  half  of  men  and  women  graduating  college  with  STEAM  degrees  don't  work  in  their  field  even  though  the  jobs  are  there.  Of  course,  these  statistics  are  just  that  -­‐-­‐  statistics.  The  reality  is  that  students  across  America  are  succeeding  in  STEAM  courses,  but  unfortunately,  those  students  are  outliers.  https://www.youtube.com/watch?v=3IbHfBGH4CU    

• Neil  deGrasse  Tyson  -­‐  STEM  Education.  Why  STEM  and  why  now?  https://www.youtube.com/watch?v=5RoBCQ5tYKQ    

• Girls  in  STEM:  A  New  Generation  of  Women  in  Science.  Girls  in  STEM,  featuring  young  women  scientists  and  engineers  who  wowed  the  President  and  the  nation  at  the  White  House  Science  Fair  in  February,  shines  a  spotlight  on  these  extraordinary  young  role  models  and  their  exciting  projects  -­‐-­‐  ranging  from  a  machine  that  detects  buried  landmines,  to  a  prosthetic  hand  device,  to  a  lunchbox  that  uses  UV  light  to  kill  bacteria  on  food.  https://www.youtube.com/watch?v=Q_11rwb4vEc  

 • Common  Core  Building  Dreams.  Take  two  minutes  to  learn  what  Common  Core  

is,  why  it's  critical  now,  and  how  it  will  prepare  our  kids  for  college  and  the  jobs  of  tomorrow.    https://www.youtube.com/watch?v=6M9208ZrlMU  

 • Why  STEM  Education  is  Important.  Learn  why  STEM  Education  is  important  for  

every  student  across  the  nation.  https://www.youtube.com/watch?v=Ldf01YYtImY  

     

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• STEM  Explorations  in  the  Early  Childhood  Classroom.  Early  childhood  teachers  are  introduced  to  hands-­‐on-­‐minds-­‐on  inquiry-­‐based  science,  technology,  engineering,  and  math  explorations  during  a  teacher-­‐training  workshop  conducted  by  nationally  recognized  science  education  consultant,  Dr.  Diana  Wehrell-­‐Grabowski.  Teachers  were  actively  engaged  in  exploring  STEM  concepts  through  hands-­‐on  explorations.  Additionally,  teachers  were  introduced  to  early  childhood  and  primary  level  children's  literature  with  STEAM  related  concepts.  Books  such  as  Iggy  Peck  The  Architect,  Block  City,  Three  Little  Pigs:  An  Architectural  Tale,  and  many  more  books  were  reviewed  during  the  teacher  training  workshop.    https://www.youtube.com/watch?v=p-­‐B3GjmAbyY  

 • KhanAcademy.  2200  +  videos  on  all  content  topics.  Available  for  FREE  to  

students  and  teachers  all  over  the  world.  https://www.khanacademy.org/  

 • Brian  Green  on  the  Importance  of  Science  Education.  Brian  Greene,  Professor  of  

Physics  and  Mathematics  at  the  Columbia  University  and  the  author  of  The  Elegant  Universe,  The  Fabric  of  Cosmos  and  The  Hidden  Realities:  Parallel  Universes  and  The  Deep  Laws  of  the  Cosmos,  says  we  all  have  to  speak,  at  some  level,  the  language  of  science  in  the  21st  century.  https://www.youtube.com/watch?v=HLdwIQPC_oc    

• STEM  Education  Overview.  A  quick  overview  of  what  STEM  education  is  and  why  it's  important.  https://www.youtube.com/watch?v=5GWhwUN9iaY    

• What  is  STEM?  It's  the  acronym  for  science,  technology,  engineering  and  mathematics.  But  while  kindergarten  through  12th  grade  education  usually  focuses  on  science  or  mathematics  in  isolation,  all  four  of  these  disciplines  are  closely  intertwined  in  the  real  world.  Imagine  if  K-­‐12  students  were  taught  in  ways  that  highlighted  these  connections,  making  their  education  more  relevant  to  their  lives  and  opening  doors  to  new  and  exciting  careers.  Watch  this  video  and  tell  us  what  you  think!  https://www.youtube.com/watch?v=AlPJ48simtE  

 • Interview  –  STEM.  This  is  a  television  spot  that  Brogan  &  Partners  created  for  the  

National  Defense  Education  Partnership  to  increase  awareness  of  STEM  and  the  importance  in  science,  technology,  engineering  and  math  education  because  the  jobs  of  the  future  will  be  in  these  areas.  https://www.youtube.com/watch?v=8V8EjEzIpkg    

   

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• A  STEM  Education,  Tools  to  Change  the  World.  Energy  Secretary  Steven  Chu  and  business  leaders  discuss  how,  with  an  understanding  of  Science  and  Math,  individuals  are  shaping  the  world  we  live  in.    https://www.youtube.com/watch?v=biWQZlUl-­‐vE  

 • Why  be  an  Engineer?  From  creating  things  that  help  people  to  building  

innovations  that  change  the  world,  there  are  so  many  reasons  to  be  an  engineer.  Join  the  scientists  and  engineers  of  ExxonMobil  in  inspiring  America's  future    https://www.youtube.com/watch?v=d1d2zSvPhAc  

 • The  Massive  Potential  of  Investing  in  STEM  Education.  Learn  how  science,  

technology,  engineering  and  math  education  generates  long-­‐term  American  economic  benefits.  https://www.youtube.com/watch?v=sC24Mi-­‐zSaQ  

 • Kindergarten  STEM  Lesson.  Our  kindergarten  class  learns  about  sinking  and  

floating.  This  is  a  STEM  lesson  that  is  a  part  of  the  school  curriculum.  https://www.youtube.com/watch?v=652MKytl4zg  

 • Hitachi  Helps  Improve  STEM  Education  in  the  USA.  President  Obama  has  made  

improving  STEM  education  in  the  U.S.  a  focal  point  of  his  administration.  Hitachi  has  responded  to  the  President's  call  to  action  by  partnering  to  improve  the  quality  of  STEAM  education.    https://www.youtube.com/watch?v=8nDZo3xFWiM  

       

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Other  Online  STEM/STEAM  Resources    

 

 The  Arkansas  Department  of  Education  has  developed  an  evidence-­‐based  classroom  STEAM  education  resource  program  to  support  educators  in  K-­‐12  classrooms.  These  resources  specifically  focus  on  classroom-­‐level  instructional  strategies,  materials,  and  assessments.  This  program  will  directly  assist  teachers  in  learning  practical,  standards-­‐based  strategies  that  support  STEAM.  Resources  include  video  and  detailed  lesson  plans.  http://ideas.aetn.org/STEM  

 

ScienceOnline’s  mission  is  to  cultivate  the  ways  science  is  conducted,  shared,  and  communicated  online.  They  bring  together  a  diverse  and  growing  group  of  researchers,  science  writers,  artists,  programmers,  and  educators  —those  who  conduct  or  communicate  science  online–  for  meaningful  face-­‐to-­‐face  conversations  around  timely,  relevant  issues.  The  goal  is  better  science  communication  within  the  science  community,  with  the  public,  and  with  policymakers.  http://scienceonline.com/  

 

 

ipl2  is  a  public  service  organization  and  a  learning/teaching  environment.  To  date,  thousands  of  students  and  volunteer  library  and  information  science  professionals  have  been  involved  in  answering  reference  questions  for  our  Ask  an  ipl2  Librarian  service  and  in  designing,  building,  creating  and  maintaining  the  ipl2's  collections.    http://www.ipl.org/div/kidspace/  

 

Change  The  Equation  works  at  the  intersection  of  business  and  education  to  ensure  that  all  students  are  STEAM  literate  by  collaborating  with  schools,  communities,  and  states  to  adopt  and  implement  excellent  STEAM  policies  and  programs.  http://changetheequation.org/  

 

CK-­‐12  is  a  website  with  thousands  of  STEM  resources  for  teachers  and  students,  including  study  guides,  photos  and  videos,  activities,  and  examples  of  real-­‐world  applications  for  Grades  6  –  12.  http://www.ck12.org/about/  

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Engage  Engineering  is  an  Extension  Services  Project  funded  by  the  National  Science  Foundation.  Extension  Services  projects  are  modeled  after  the  Cooperative  Extension  Service  in  Land  Grant  Institutions  and  are  intended  to  extend  proven,  research-­‐based  strategies  into  STEAM  education.      http://www.engageengineering.org/  

 

Drive,  Inc.  is  a  non-­‐profit  that  bridges  the  technology  skills  gap  with  a  multidimensional  learning  experience  designed  to  inspire  the  next  generation  of  entrepreneurs.    http://drivenminds.org/  

 

Discover  Engineering’s  mission  is  to  help  “unite,  mobilize,  and  support  the  engineering  and  technology  volunteer  communities.”  This  website  supplies  activities,  resources  and  downloads  for  parents  and  teachers.    http://www.discovere.org/  

 

STEM-­‐Works  includes  articles,  activities,  and  interactive  to  get  parents,  teachers,  and  kids  interested  and  eager  to  learn  more  about  STEAM  and  it’s  relevancy  in  the  world.    http://STEM-­‐works.com  

 

Discovery  Education-­‐  Connect  the  Dots  is  a  resource  for  parents,  teachers  and  kids.    http://www.discoveryeducation.com/STEAM/connect-­‐the-­‐dots.cfm?CFID=53608987&CFTOKEN=71733463  

 

The  Science4Us  curriculum  is  a  complete,  standards-­‐based,  core  science  curriculum  that  delivers  digital  science  experiences  to  early  elementary  students.  Digital  learning  can  have  a  positive  effect  on  students’  conceptual  and  procedural  knowledge  as  well  as  their  motivation  to  learn.  In  addition,  science  understanding,  literacy  and  ultimately,  academic  gains,  can  be  achieved  through  the  use  of  computer-­‐based  programs  that  provide  opportunities  for  digital  explorations  and  virtual  investigations.    http://www.science4us.com/index.php  

     

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Project-­‐Based  Engineering  for  Kids    http://www.instructables.com/id/Project-­‐Based-­‐Engineering-­‐for-­‐Kids/    This  is  a  collection  of  project-­‐based  engineering  lessons  for  kids.  Project-­‐based  learning  allows  students  to  control  the  direction  and  pace  of  their  learning.  Activities  that  promote  investigation,  critical  thinking,  and  hands-­‐on  subject  matter  are  also  central  to  project-­‐based  learning.    These  project-­‐based  lessons  focus  on  basic  principles  of  physics,  structural,  and  mechanical  engineering.  Physical  models  are  built  from  a  similar  set  of  materials  that  can  be  easily  sourced  online  (links  are  provided  in-­‐lesson).    All  of  the  project  plans  in  this  collection  are  designed  to  be  used  in  an  after  school  enrichment  setting,  though  you  may  use  and  modify  these  ideas  for  other  not-­‐for-­‐profit  purposes  provided  you  cite  The  Workshop  for  Young  Engineers.  Some  of  these  projects  are  shown  below.  All  are  available  on  the  website.    

       

       

       

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Gamification In Your Classroom  

 

Introduction    Getting  students  actively  engaged  and  learning  by  leveraging  the  power  of  gamification  in  the  classroom  is  a  hot  trend  these  days.  The  idea  of  getting  students  learning,  sharing,  and  laughing  by  using  gamification  has  potential  for  getting  kids  interested  in  STEAM  topics.    Adding  fun  to  classroom  learning  by  playing  games  is  a  positive  and  effective  way  to  engage  students.  Your  students  are  already  master  game  players,  whether  those  games  are  technology-­‐based  or  not.  Use  this  knowledge  and  expertise  everyday  by  gamifying  your  classroom.    Games  get  you  going.  They  make  you  laugh  and  get  you  excited.  They  make  you  groan  when  you  lose  and  cheer  when  you  win.  They  can  be  played  one  against  the  other,  group  against  group,  human  against  computer,  or  all  by  your  self.  They  inspire  competition  and  grab  attention.  Games  are  fun  and  who  doesn’t  want  to  have  fun  while    learning?    What  is  Gamification?  Put  simply,  Gamification  is  the  use  of  gaming  principles  in  the  field  of  education  in  order  to  get  students  involved,  engaged,  and  excited  about  learning.  Gamification  introduces  concepts  like  badges,  levels,  achievements,  and  game  points  to  the  classroom.  Students  are  rewarded  with  these  concepts  when  they  succeed,  but  are  not  penalized  when  they  don’t.  By  introducing  a  system  of  rewards  without  harsh  penalties,  students  are  not  afraid  to  step  outside  of  their  comfort  zone  and  fail.  By  removing  their  fear  of  failure,  teachers  encourage  them  to  learn.  Gamification  adds  fun  to  the  classroom  by  using  what  comes  natural  to  humans  –  social  play.      

In  everything  that  must  be  done,  there  is  an  element  of  fun.  Find  the  fun  and  snap!  The  job’s  a  game.                                                                      –  Mary  Poppins  

 

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 Apps  and  Web  Tools  to  Gamify  Your  Classroom    Listed  below  are  a  few  useful  apps  and  web  tools  that  will  help  you  take  a  different  approach  to  learning  through  gamification:    

 Star  Swiper  

Grades  PreK-­‐2  

Give  your  young  learners  some  counting  practice  with  this  fun,  interactive  game  from  the  popular  PBS  KIDS  program  PEG  +  CAT.  In  it,  Big  Mouth  is  taking  all  the  stars  on  Purple  Planet.  Your  students  will  need  to  clap  their  hands  while  counting  until  the  sky  is  filled  with  stars  again.  http://www.pbslearningmedia.org/resource/f98addaa-­‐180e-­‐4eec-­‐84f9-­‐584d2f427152/star-­‐swiper/  

 Dunk  Tank:  Liquid  

Volume  Grades  5-­‐6  

Learning  about  measurements  has  never  been  more  fun  than  with  “Dunk  Tank”  from  the  PBS  KIDS  math  series  Cyberchase!  In  this  interactive  game,  students  explore  key  concepts  about  liquid  volume,  including  standard  units  of  liquid  measure  and  how  to  convert  between  them.    http://www.pbslearningmedia.org/resource/7303d289-­‐bbfd-­‐4769-­‐a79e-­‐f4c8b1b34019/7303d289-­‐bbfd-­‐4769-­‐a79e-­‐f4c8b1b34019/  

   

Learning  in  Virtual  Worlds  

Grades  6-­‐12  

Researchers  and  educators  are  exploring  how  video  games  can  be  used  in  real-­‐world  ways,  both  positive  and  practical.  Watch  with  your  class  “What  Games  Teach”  from  FRONTLINE’s  Digital  Nation  and  explore  the  power  of  alternate  realities  to  do  more  than  just  entertain.    http://www.pbslearningmedia.org/resource/frntt.pd.virtual/learning-­‐in-­‐virtual-­‐worlds/  

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 Room  Recess    Grades  K-­‐5  

Developed  by  an  elementary  school  teacher,  Room  Recess  offers  games  that  focus  on  math,  language  arts,  spelling,  reading,  and  basic  problem  solving  with  fun  titles  like  “Zombie  Paint”  and  “Tic  Math  Toe”.  http://www.roomrecess.com/  

Smart  Kit  Grades  K-­‐12  

Great  for  all  ages,  this  site  offers  fun  games  that  focus  on  quick  thinking,  logic,  math,  brainteasers,  physics  and  more.  http://www.smart-­‐kit.com/  

 Duckie  Deck  Grades  K-­‐12  

An  old  classic  with  a  fresh,  kid-­‐friendly  look  –  challenge  your  friends  to  a  game  of  Card  Wars!  Our  latest  animated  game  teaches  youngsters  about  numbers  and  values,  with  the  help  of  a  little  competitive  spirit  that’s  fun  at  any  age.  http://duckiedeck.com/apps/card-­‐wars  

   

Fun  Brain  Grades  K-­‐8  

Since  1997,  kids,  teachers,  librarians,  and  parents  have  enthusiastically  turned  to  Funbrain  for  its  free  educational  games,  online  books,  and  comics.  Funbrain,  created  for  kids  ages  preschool  through  grade  8,  offers  more  than  100  fun,  interactive  games  that  develop  skills  in  math,  reading,  and  literacy.  Plus,  kids  can  read  a  variety  of  popular  books  and  comics  on  the  site,  including  Diary  of  a  Wimpy  Kid,  Amelia  Writes  Again,  and  Brewster  Rocket.  http://www.funbrain.com/kidscenter.html  

   

Jefferson  Lab  Grades  5-­‐12  

A  huge  collection  of  Internet-­‐based  games  that  require  a  JavaScript  enabled  browser.  Games  in  math,  science,  and  the  elements.  http://education.jlab.org/indexpages/elementgames.html  

 

 Math  Chimp  Grades  1-­‐8  

Aligned  with  Common  Core  Standards,  this  site  offers  over  200  free  math  games,  printable  worksheets,  and  videos  for  students  from  1st  to  8th  grade.    http://www.mathchimp.com/  

   

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 Educade  

Grades  K-­‐12  

Math  and  science  are  no  longer  boring  subjects  for  students  thanks  to  Educade,  a  new  interactive  learning  portal  developed  by  GameDesk.  Educade  is  a  one-­‐stop  shop  for  K-­‐12  teachers  and  parents,  pairing  a  free  lesson  plan  library  with  21stcentury  teaching  tools.  Funded  by  AT&T,  this  portal  makes  serious  learning  fun  using  tools  such  as  apps,  games  and  hands-­‐on  maker  kits  to  engage  students.  Every  lesson  plan  created  or  curated  by  GameDesk  is  aligned  to  Common  Core  for  English  language  arts,  math  and  science  for  maximum  curriculum  support.  http://www.educade.org/  

 By  gamifing  your  classroom,  you  will  provide  exciting  incentives  for  learning  while  also  promoting  teamwork,  healthy  competition,  and  a  safe,  fun  classroom  culture.  Include  just  a  few  of  the  above  suggestions  for  gamifying  your  classroom  and  you’ll  see  both  learning  and  classroom  management  improve.    Youtopia  is  a  classroom  management  site  that  will  help  gamify  your  classroom.  Youtopia  uses  activities,  badges,  points,  and  leadership  boards  to  motivate  and  engage  students.  What  makes  this  site  so  teacher  friendly,  is  its  pre-­‐built  templates  for  customizable  lessons.  Just  check  a  few  boxes,  plug  in  goals,  curriculum,  and  activities  and  your  classroom  is  instantly  gamified.  The  site  is  free  for  teachers  with  up  to  50  students.    After  that,  it’s  $10  per  month  for  150  students.  There  is  also  a  package  for  entire  schools.    http://youtopia.com/info/      

 

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Articles  on  Gaming  in  Elementary  and  Middle  School  Classrooms    You  Got  Game?  Engaging  elementary  students  to  reinforce  learning.  https://edtechdigest.wordpress.com/2013/05/28/you-­‐got-­‐game/    Edutopia:  Beyond  Badges:  Why  Gamify?  http://www.edutopia.org/blog/beyond-­‐badges-­‐why-­‐gamify-­‐matthew-­‐farber    Edutopia:  The  Gamification  of  Education:  What  School  Can  Learn  from  Video  Games  http://www.edutopia.org/blog/gamification-­‐education-­‐terrell-­‐heick    Gamification  in  Education:  Top  10  Gamification  Case  Studies  that  will  Change  our  Future  http://www.yukaichou.com/gamification-­‐examples/top-­‐10-­‐education-­‐gamification-­‐examples/#.VD64Zue7mvQ    Gamification  in  Education:  What,  How,  Why  Bother?  http://www.gamifyingeducation.org/files/Lee-­‐Hammer-­‐AEQ-­‐2011.pdf    The  Gamification  of  Math:  Research,  Gaming,  Instruction    http://new-­‐to-­‐teaching.blogspot.com/2013/03/the-­‐gamification-­‐of-­‐math-­‐research.html    Gamify  your  Class  without  Electricity  http://theeducatorsroom.com/2014/04/gamify-­‐class-­‐without-­‐electricity/    Mr.  Keeler,  elementary  school  teacher:  Links  to  articles  on  gaming  http://www.rtmsd.org/Page/13344        

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Other Resources Online  STEM/STEAM  Lesson  Plans      There  are  numerous  online  STEM/STEAM  lesson  plans  for  teachers  to  review  and  adapt  for  their  own  classrooms.  Find  fully  developed  examples  in  Appendices  K,  L,  M  and  N.  Many  lesson  plans  that  you  can  use  or  adapt  are  listed  below:    

• Science  Pioneers  Science  Lesson  Plans  for  K-­‐4  http://www.sciencepioneers.org/teachers/lesson-­‐plans/science-­‐k-­‐4    

• Science  Pioneers  Science  Lesson  Plans  for  5-­‐8  http://www.sciencepioneers.org/teachers/lesson-­‐plans/science-­‐5-­‐8    

• Science  Pioneers  Math  Lesson  Plans  for  K-­‐4  http://www.sciencepioneers.org/teachers/lesson-­‐plans/math-­‐k-­‐4    

• Science  Pioneers  Math  Lesson  Plans  for  5-­‐8  http://www.sciencepioneers.org/teachers/lesson-­‐plans/math-­‐5-­‐8  

 • Eisenhower  National  Clearinghouse  for  Mathematics  and  Science  Education  

(ENC)  Lesson  Ideas  http://my.goenc.com/classroom/lessons/searchlt.asp  

 • Engineering,  Go  For  It!  (eGFI)  K-­‐5  Lesson  Plans  

http://teachers.egfi-­‐k12.org/category/lessons/grades-­‐k-­‐5-­‐lessons/    

• Engineering,  Go  For  It!  (eGFI)  6-­‐8  Lesson  Plans  http://teachers.egfi-­‐k12.org/category/lessons/grades-­‐6-­‐8-­‐lessons/  

 • Franklin  Institute  Lesson  Plans  and  Classroom  Activities  for  K-­‐8  Students  

http://learn.fi.edu/tfi/activity/    

• PBS’s  Plum  Landing  http://www.pbslearningmedia.org/collection/plumlanding/?topic_id=1394  

 • Sochi  2014  Games:  6  Winter  Olympics-­‐Themed  STEAM  Resources  

http://www.edutopia.org/blog/winter-­‐olympics-­‐2014-­‐learning-­‐resources-­‐matt-­‐davis?utm_source=facebook&utm_medium=post&utm_campaign=blog-­‐STEAM-­‐olympics-­‐sochi-­‐list-­‐image-­‐matt-­‐davis    

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• Science  of  the  2014  Winter  Olympic  Games  in  Sochi  http://www.edutopia.org/groups/STEAM-­‐education/676526?utm_source=twitter&utm_medium=post&utm_campaign=community-­‐olympic-­‐games-­‐science    

• BBC  What  Is  Weather?  http://www.bbc.co.uk/schools/whatisweather/aboutweather/winddir.shtml    

• Rice  University  Center  for  Technology  in  Teaching  and  Learning  MEDMYST:  Students  use  the  scientific  method  and  science  process  skills  to  investigate  infectious  disease  outbreaks.  http://webadventures.rice.edu/ed/Teacher-­‐Resources/_games/MedMyst/    

• Rice  University  Center  for  Technology  in  Teaching  and  Learning  Cool  Science  Careers:  Students  can  experience  what  it's  like  to  be  a  scientist.  http://webadventures.rice.edu/ed/Teacher-­‐Resources/_games/Cool-­‐Science-­‐Careers/    

• Rice  University  Center  for  Technology  in  Teaching  and  Learning  CSI:  Forensic  Scientists:  Students  learn  what  it  takes  to  be  a  forensic  scientist.  The  games  are  based  on  the  popular  CBS  show  CSI,  but  prior  knowledge  of  the  television  series  is  not  required.  http://webadventures.rice.edu/ed/Teacher-­‐Resources/_games/CSI-­‐The-­‐Experience/    

• I-­‐STEM  Lesson  Plans    https://www.iSTEMnetwork.org/search.cfm?type=lesson&purposeid=29    

Online  STEM/STEAM  Courses  for  Teachers      Teachers  need  to  re-­‐educate  themselves  on  topics  that  are  evolving  as  we  teach  our  future  problem  solvers.  A  number  of  free  courses  are  available  online  for  teachers  wishing  to  learn  more  about  STEM/STEAM  topics.  A  few  of  many  courses  are  listed  below:  

Global  Climate  Change  Modules  from  PBS  and  NASA    PBS  and  NASA  have  created  a  series  of  best  practices  for  teaching  global  climate  change  (GCC)  to  middle  school  students.    Each  module,  free  and  self-­‐paced,  includes  STEAM  resources  that  will  increase  teachers’  knowledge  of  climate  change  concepts  and  can  be  used  directly  with  students  of  all  ages.  This  initiative  is  designed  to  improve  the  quality  of  STEAM  education  and  enhance  

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students'  and  teachers'  literacy  about  global  climate  and  Earth  system  change  from  elementary  grades  to  lifelong  learners.    

 

Introduction  to  Earth’s  Dynamically  Changing  Climate  How  is  the  Earth’s  climate  changing?  Within  the  mainstream  scientific  community  the  fundamentals  of  global  warming  and  climate  change  are  no  longer  in  question  and  increasing  evidence  shows  that  human  activities  play  a  significant  part  in  contributing  to  this  change.  Examine  evidence  of  climate  change  from  different  parts  of  the  Earth’s  system  its  dynamically  changing  climate.  http://www.pbs.org/teachers/STEAM/professionaldevelopment/015/  

 

Earth's  Warming  Climate:  Are  We  Responsible?  Human  activity,  including  burning  fossil  fuels,  deforestation,  and  other  landscape  changes,  have  increased  the  concentration  of  CO2  and  other  greenhouse  gases  in  the  atmosphere.  Explore  the  relationship  between  increased  concentration  of  CO2  in  the  atmosphere  and  the  record  of  global  temperature  on  long  and  short  time  scales.  http://www.pbs.org/teachers/STEAM/professionaldevelopment/010/  

 

Going  Local  with  Global  Warming  Climate  change  is  local  and  global.  Examine  recent  temperature  data  for  local  and  regional  areas  and  understand  the  significance  of  recent  temperature  records  as  evidence  of  a  warming  climate.  Make  climate  change  science  more  relevant  to  students  through  examining  local  and  regional  data.  http://www.pbs.org/teachers/STEAM/professionaldevelopment/020/  

 

Carbon  "Kidprints"  Climate  change  is  happening,  but  as  global  citizens  we  have  the  ability  to  slow  the  rate  of  change  by  modifying  our  energy  use  and  consumptive  habits.  We  can  also  adapt  or  adjust  to  a  changing  environment  in  various  ways.  How  can  we  empower  students  to  take  action  to  reduce  CO2  emissions?  Explore  the  pedagogic  importance  of  empowering  students  to  take  action  to  reduce  CO2  emissions.  http://www.pbs.org/teachers/STEAM/professionaldevelopment/030/  

   

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Earth's  Orbit  and  Climate  Change  Scientists  have  identified  quasi-­‐periodic  cycles  of  change  in  the  amount  and  distribution  of  solar  energy  reaching  Earth  over  thousands  of  years.  These  cyclic  changes  are  responsible  for  the  waxing  and  waning  of  the  Ice  Ages  during  the  last  three  million  years.  Analyze  the  astronomical/orbital  forces  on  the  Earth's  climate  and  examine  data  to  evaluate  the  possible  influence  of  natural  climate  cycles  on  the  trajectory  of  warming  temperatures  we  are  experiencing  today  in  Earth's  climate.  http://www.pbs.org/teachers/STEAM/professionaldevelopment/035/  

 

Coastal  Consequences  of  Sea  Level  Rise  The  present  and  future  impacts  of  global  climate  change  on  human  populations  are  unevenly  distributed  across  the  planet.  As  a  consequence  of  a  warming  climate,  sea  levels  are  rising  at  a  rate  of  more  than  3  millimeters  (mm)  a  year.  Learn  how  sea  level  rise  will  have  increasingly  serious  consequences  for  human  health  and  life  quality.  http://www.pbs.org/teachers/STEAM/professionaldevelopment/040/  

 

Climate  Change  and  STEAM  Career  Preparation:  Building  a  Diverse  Workforce  To  successfully  adapt  to  a  warming  world,  we  need  to  engage  all  students,  including  underserved  populations,  in  STEAM  (Science,  Technology,  Engineering,  and  Mathematics)  education  experiences  enabling  further  study  and  creating  excitement  about  STEAM  careers.  Learn  how  to  excite  students  about  STEAM  careers  and  identify  resources  that  can  be  used  to  introduce  students  to  thinking  about  STEAM  careers,  especially  careers  related  to  climate  change  science.  http://www.pbs.org/teachers/STEAM/professionaldevelopment/045/  

 

Connecting  Global  Climate  Change  with  Engineering  STEAM  (Science,  Technology,  Engineering,  and  Mathematics)  education  will  prepare  students  to  step  up  to  the  challenges  of  global  climate  change  and  forge  a  new  economic  future  for  societies  on  our  planet.  Learn  how  to  expose  students  to  the  excitement  of  engineering  challenges  and  careers,  in  the  context  of  climate  change  science  explorations  and  green  energy  challenges.  http://www.pbs.org/teachers/STEAM/professionaldevelopment/050/  

   

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Impacts  of  a  Warming  Arctic  In  the  Earth  system,  a  change  in  one  part  of  the  system  will  lead  to  a  change  in  another  part  through  positive  and  negative  feedbacks.  Feedbacks  render  some  parts  of  the  Earth  more  sensitive  to  climate  change  than  others.  Examine  the  evidence  for  changes  in  ice  cover  at  the  Arctic  and  explore  why  climate  changes  at  the  poles  are  so  important  to  the  rest  of  the  climate  system.  http://www.pbs.org/teachers/STEAM/professionaldevelopment/055/  

 

Science  Pioneers  ScienceWise  Courses  Cost  is  $15/  4-­‐hour  course  or  $45/  12-­‐hour  course.  http://www.sciencepioneers.org/teachers/sciencewise-­‐courses  

     

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State  STEM/STEAM  Organizations    

Alabama     Alabama  STEAM  Coalition  http://www.amstec.org/  

Alaska    

STEAM  Alaska  http://STEAMak.org/  

Arizona   Science  Foundation  Arizona:  Arizona  STEAM  Network  http://www.sfaz.org/STEAM/  

Arkansas   Arkansas  STEAM  Coalition  http://www.arkansasSTEAMcoalition.com/  

California   California  STEAM  Learning  Network  http://www.cslnet.org  

Colorado   Colorado  Department  of  Education  STEAM  http://www.cde.state.co.us/STEAM  

Connecticut    

Delaware   Delaware  STEAM  http://delawareSTEAM.org/  

Florida   Florida  STEAM  http://www.STEAMflorida.net/  

Georgia   STYEM  Georgia  http://STEAMgeorgia.org/  

Hawaii  Hawaii  Department  of  Education  STEAM  http://www.hawaiipublicschools.org/TeachingAndLearning/StudentLearning/STEAM/Pages/home.aspx  

Idaho   Idaho  STEAM  Pipeline  http://www.idahoSTEAM.org/  

Illinois   Illinois  Science  and  Technology  Coalition  http://www.istcoalition.org/r-­‐d-­‐STEAM-­‐learning-­‐exchange  

Indiana   Indiana  I-­‐STEAM  https://www.iSTEAMnetwork.org/  

Iowa   Iowa  Governor’s  STEAM  Advisory  Council  http://www.iowaSTEAM.org/  

Kansas        

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  140  

Kentucky   STEAM  Ed  http://education.uky.edu/STEAM/  

Louisiana   Louisiana  STEAMWorks  http://laSTEAMworks.org/p/la-­‐STEAM-­‐examples.html  

Maine   Maine  STEAM  http://maineSTEAM.org/  

Maryland   Maryland  State  Department  of  Education  STEAM  http://www.marylandpublicschools.org/msde/programs/STEAM/  

Massachusetts   Massachusetts  Department  of  Higher  Education  STEAM  Nexus  http://www.mass.edu/STEAM/  

Michigan   Michigan  STEAM  Partnership  http://miSTEAMpartnership.com/  

Minnesota   Minnesota  STEAM  Network  http://scimathmn.org/mnSTEAMnet/  

Mississippi   Center  for  Math  and  Science  Education:  STEAM  Ambassadors  http://umcmse.com/outreach/STEAM-­‐ambassadors/  

Missouri     Missouri  Department  of  Higher  Education:  STEAM]  http://dhe.mo.gov/STEAM/  

Montana    Nebraska    

Nevada   Nevada  STEAM  Pipeline  http://www.nvSTEAMpipeline.org/  

New  Hampshire   STEAM  NH  http://nhepscor.org/STEAM/  

New  Jersey    

New  Mexico   New  Mexico  STEAM-­‐H  Connection  http://nmSTEAMed.org/  

New  York   New  York  State  STEAM  Education  Collaborative  http://www.nysSTEAMeducation.org/  

Long  Island,  NY   Long  Island  Regional  STEAM  Hub  http://www.liSTEAMhub.org/  

North  Carolina  

NC  STEAM  Learning  Network  http://ncsmt.org/programs/nc-­‐STEAM-­‐learning-­‐network/  North  Carolina  STEAM  Center  http://www.ncSTEAMcenter.org/  

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  141  

 

North  Dakota   North  Dakota  STEAM  Community  http://ndSTEAM.vcsu.edu/  

Ohio   Ohio  STEAM  Learning  Network  http://www.osln.org/  

Oklahoma   Oklahoma  State  Department  of  Education  STEAM  http://ok.gov/sde/STEAM  

Oregon   Oregon  STEAM  Education  Initiative  http://www.ode.state.or.us/search/results/?id=382  

Pennsylvania   Pennsylvania  State  Education  Association  STEAM  Initiative  http://www.psea.org/general.aspx?id=5361  

Rhode  Island    

South  Carolina   South  Carolina’s  Coalition  for  Mathematics  &  Science    http://www.s2temsc.org/  

South  Dakota   Institute  for  STEAM  Education  Enhancement  http://www.sdstate.edu/isee/  

Tennessee   Tennessee  STEAM  Innovation  Network  http://thetsin.org/  

Texas    

Educate  Texas  http://www.edtx.org/  

Utah   STEAM  Utah  http://STEAM.utah.gov/  

Vermont    

Virginia   Virginia  Initiative  for  Science  Teaching  and  Achievement  http://www.STEAM.vt.edu/  

Washington   Washington  STEAM  http://www.washingtonSTEAM.org/  

West  Virginia    

Wisconsin   STEAM  Wisconsin  http://www.wiSTEAM.org/  

Wyoming          

Enhancing  STEAM  Learning     ©  2015  Alice  A.  Christie,  Ph.D.  142  

Other  STEM/STEAM  Networks  &  Resources    Project  Lead  the  Way:  4,700  middle  and  high  schools  (see  Getting  Smart  feature)  National  Academy  Foundation:  460  high  schools  (see  Getting  Smart  feature)  New  Tech  Network:  120  high  schools  (see  Getting  Smart  feature)  National  Math  and  Science  Initiative:  pre-­‐AP  curriculum  and  training  UTeach  Institute:  fast  track  STEAM  teacher  preparation/certification  Engineering  is  Elementary:  great  K-­‐5  STEAM  content  STEAM  Connector:  a  place  for  advocates  to  connect  online  Digital  Harbor  Foundation:  see  Getting  Smart  feature  on  Baltimore  Exploratorium:  learning  lab  on  Pier  15  in  San  Francisco  

 Articles  on  STEM/STEAM  Education    STEM  vs.  STEAM:  Why  The  “A”  Makes  a  Difference  http://www.edudemic.com/stem-­‐vs-­‐steam-­‐why-­‐the-­‐a-­‐makes-­‐all-­‐the-­‐difference/  STEM  to  STEAM:  Art  in  K-­‐12  Is  Key  to  Building  a  Strong  Economy  http://www.edutopia.org/blog/stem-­‐to-­‐steam-­‐strengthens-­‐economy-­‐john-­‐maeda    How  Edtech  Tools  Have  Revved  Up  21st  Century  STEAM  Instruction  https://www.edsurge.com/n/2014-­‐09-­‐29-­‐how-­‐edtech-­‐tools-­‐have-­‐revved-­‐up-­‐21st-­‐century-­‐STEAM-­‐instruction    The  ‘Science’  of  Learning:  Three  Strategies  for  Improving  STEAM  Education  https://www.edsurge.com/n/2014-­‐08-­‐11-­‐the-­‐science-­‐of-­‐learning-­‐three-­‐strategies-­‐for-­‐improving-­‐STEAM-­‐education    Power  of  Partnerships:  Getting  More  Latino  Students  into  STEAM  Fields  https://www.edsurge.com/n/2014-­‐07-­‐17-­‐power-­‐of-­‐partnerships-­‐getting-­‐more-­‐latino-­‐students-­‐into-­‐STEAM-­‐fields    Arts-­‐based  Teaching  in  Elementary  Schools    http://www.ednewsdaily.com/arts-­‐based-­‐teaching-­‐in-­‐elementary-­‐schools/    Young  STEAM  Superstars  Head  to  the  White  House  https://www.edsurge.com/n/young-­‐STEAM-­‐superstars-­‐head-­‐to-­‐the-­‐white-­‐house    Why  STEAM  education  is  important  https://www.isa.org/standards-­‐and-­‐publications/isa-­‐publications/intech-­‐magazine/2010/september/why-­‐STEAM-­‐education-­‐is-­‐important/