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A

STEAM
DESIGN BRIEF FOR
KINGS COLLEGE,
LAGOS

Developed by
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INTRODUCTION

Beyond creating opportunities for The current level of education in Nigeria


learning in a stimulating and enjoyable begs for mastery in skills and knowledge
environment, STEAM (Science, of subject matters, and the bold
Technology, Engineering, Art+Design, expression of mastery both in the
and Math) is an educational framework contexts of teaching and learning, to
that brings reality into the classroom by lead and compete globally. However,
connecting different subjects together mastery is defined based on how
in a way that they will relate to both the relevant teachers and learners are in a
real and business world and to each digital world; more so, a future crafted
other. after this fashion.

STEAM is the next level of STEM To achieve the level of excellence that
education, in which learners aligns to education of the highest
incorporate the artistic and design- standards possible, STEAM education is
related skills and thinking processes to to be harnessed in the Nigerian system
self – directed learning process. It of education, in such a way that all
presents an integrated approach to requirements for relevance and
learning that encourages students to participation, within the context of
think more broadly about real-world global technological advancements, are
problems. Not only can STEAM save the fulfilled.
growing needs of the world, it
encourages learners to consciously
develop a keen sense of appreciation of
the world, apply analytical and problem
– solving skills to contribute to global
technological advancements in various
ways. STEM jobs, for example, are
exponentially available, with extensive
requirements on related skills.

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INTRODUCTION

Many education-innovation centred As a Content Creation and Design


schools understand that applying Thinking Lab focused on delivering
STEAM in education helps to derive cutting-edge educational solutions
learners who engage in experiential applicable for easy-learning and
learning, persist in problem solving, children’s developmental growth,
embrace collaborative work, and CODEX can finally remove the brick
identify creative processes as an walls and classroom walls to get to the
important aspect of building products heart of learning as fitting to the
that meet needs. requirement of the current
technological age.
For short, STEAM Learners are almost
naturally aware that they are
methodologically prepared to lead the
charge in the adventure to constantly
change the world around them, through
meaningful STEAM effort. It is no longer
sufficient to prepare Learners for a
world of work particularly one that
would not be relevant in the context of
a completely digitized age.
We are at a point where it is not only
possible but imperative that we
facilitate learning environments that are
fluid, dynamic, and relevant. Integrating
concepts, topics, standards, and
assessment is a powerful way to disrupt
the typical course of events for learners
and to help change the merry-go-round
of ‘school’.

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INTRODUCTION

From conceptualisation to design, to creating cutting-edge educational solutions


that support experiential and cognitive learning both for classroom and self-
directed learning, our STEAM movement has taken root so that there is a
forward surge in our mode of action to truly meet the need of a 21st century
economy, where education is a key driver. CODEX STEAM effectively combines
several key skill areas that many employers, educators, and parents have voiced
as critical for children to thrive in the present and rapidly approaching future.
We’ve developed a framework that serves to build and translate the current
Nigerian curriculum into an exciting and impactful suite of STEAM digital
learning as well as connect the current Nigerian Curriculum to the exciting
reality of today’s digital world. This suite also features strategies for effective
STEAM teaching and the development of core skills.
We also give consultative services to schools and educational bodies on 21st
century best practices for classroom effectiveness, team building and
collaboration.

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WHAT TO EXPECT

At CODEX, our experience in learning


consulting and skill development identifies the
way we implement best-fit STEAM learning
interventions needed to deliver learners that
can compete globally and solve real world
problems.

This design brief gives an overview for the


introduction of a STEAM learning framework in
Kings College, Lagos. It will focus on proven
guidelines to integrate the CODEX STEAM
program into the school’s current program.

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A PRESENTATION OF CONTEXT

Kings College, as one of the foremost secondary education


institutions in the country has set and maintained high
standards over the years as can be seen in success rates of its
students. To build on this foundation, CODEX will use its
contemporary STEAM framework as a skeletal outline to
integrate key areas of skills, processes, knowledge, and
understanding to strategically deliver the CODEX STEAM
education intervention. The principle of the CODEX STEAM
program focuses on using technology to develop students’
learning experiences as they progress through different stages
of education, and further on. The core elements of this
framework are explained:

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A PRESENTATION OF CONTEXT

DIGITAL INITIATION (Di): This will seek to develop the TECHNOLOGY IN THE WORLD (TiW): At this level of the framework the
required skills and competences that can be thoughtfully Learner develops an understanding of how technology makes a
applied in a range of situations. For example, Digital Initiation difference at home, in school, and within the workplace, as well as the
in Mathematics will lead the learner to use a range of tools impact technology has had on the society over the years. For instance,
that can be used to visualise and manipulate data to TiW further explains the impact of technology in the Covid-19
accomplish complex tasks. pandemic, where education, business, religion, social life, amongst
others occurred completely digitally.

SKILLS (Sk): Skills would be improved and refined through TECHNICAL UNDERSTANDING (Tu): The Tu component enables the
practise and application. Within the skills component of the Learner to be more aware of the concept of innovation in his
framework, a student, based on a range of indicators and ‘technological’ environment and how it works. This environment
matrices, will identify an effective data visualisation tool to adequately covers what is sometimes referred to as science and
achieve, for example, a data slicing task, as opposed to technology in the context of pure computational thinking. For example,
accomplishing the task with many different tools, and facing a technically sound King’s College student, following a thorough
the possibility of wrong choices or unsound time understanding of a problem, may write an algorithm to develop a
management skills. program that tracks or reports temperature levels of underwater life
using, for example, a coding application like Microsoft Kodu Game Lab.

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A PRESENTATION OF CONTEXT

SAFE and RESPONSIBLE USE (Sru): The Sru component focuses COLLABORATION AND ENTERPRISE (CE): The CE component of the CODEX
on developing within Learners, respectful ways to create and STEAM framework instils in the Learner a sense of leading himself and
share digital artefacts – videos, photos, sound recording, others to jointly accomplish goals and see tasks through no the level of
pictures, etc. – and the different ways that technology helps challenge presented. Through this, a further sense of enterprise is
us share with others and remain more digitally connected. developed and expressed, where which the learner develops original ideas
or improves existing ones based on previously acquired skills, discussing
ideas, emphasising features with a deliberate intention to persuade an
audience and sell such ideas to make profit, if possible.

In identifying and solving the problems associated with good quality


education, through STEAM, CODEX has collaborated with Curriculum
Experts, Industry Leaders and highly-rated Educational Stakeholders
around the world, the likes of Britannica Learning, IBM, Microsoft, NIT,
and Cisco to provide best – fit digital solutions to deliver accelerated
learning, innovation and enterprise skills.

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THE CODEX COMPETENCE

In other to encourage personalised and self- We have worked with State Governments
directed learning, the CODEX competence requires to set-up functional STEAM Labs in
that Learners are provided with a range of different parts of the country, taking into
opportunities to apply and develop their STEAM consideration the different peculiarities
capabilities using tools and skills to support both with regards to modern education. We
developmental and experiential learning in other are currently working on a nationwide
core subjects. For example, CODEX STEAM modules project that is integrating STEAM learning
for communication and collaboration online and into the curriculum at the Primary and
digital labs are designed and developed in line with Junior Secondary levels respectively. In
the UBE Schemes of Work for Mathematics and doing this, we created a fully developed
English Language Studies. They capture key areas STEAM content, designed classroom
of numeracy (such as number manipulation, models suitable for STEAM education,
fractions, geometry, and algebra) and literacy (such and developed a technical training
as listening and speaking, grammatical accuracy, framework for STEAM Instructors.
phonological awareness, reading and writing): all of
which can be used at school and at home.

They are designed to support the continuous


development of Learners’ technological, numerical,
communication skills and collaborative work. As
digital learning comes bear, learners continue to
express their ideas through the use and creation of
meaningful technology, which, in turn, fulfils the
requirement of STEAM learning and skills relevance
in a future world of work.

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PROJECT - TIMELINE

A B C D
Inception Meeting: Skills Mapping and CODEX STEAM Learning
Key Needs Analysis/ Learning strategy design Implementation/
Quality Assessment, Review
& Program Delivery
Activity Diagnostics and development Sensitisation

 Instructional Systems Design  Developmental testing: Learner  Internal QA


 Evaluate skill/knowledge gaps: selection for CODEX STEAM Framework
Validation/review following
current state assessment (skills/knowledge) gap analysis testing and validation
 Client’s Final Review

 Develop Learning Objectives and  Computation, reporting and delivery of


 Internal/External review/validation of Framework testing outcome  Joint Revision
skills development timelines:
analysis
 Internal/external  Full implementation
 Develop Content Outline  Application and localisation of CODEX review/validation/approval of outcome.
and delivery
Key STEAM Framework in best – fit style:
 Teacher/Learner Interactions for consideration of existing school  Full cascade and integration of
Activities the validation of CODEX program within the context of the validated/approved Framework testing  Expectation tracking and
predefined methodologies for Framework outcome into King’s College’s wider adjustments
STEAM education delivery context of learning/education.
 Course delivery design and agreement
 Sensitisation of school teachers:
Competency – aligned training for
 Learning activities to foster expression appreciating the role, impact,
of skills, knowledge and attitude implication and intervention efforts of
developed: projects, exhibitions, CODEX STEAM learning and
presentations, digital development, by adopting standards,
contests/hackathons/challenges. principles and STEAM practices
suggested in the Framework.

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PROJECT - TIMELINE

Quality Assurance (CODEX Framework Integration, Developmental Testing and Delivery)

 Draft CODEX STEAM framework  Internal QA


 Full evaluation of gaps/analysis  Approved Strategy implementation
and related implementation Implementation
 Client’s Final Review
Deliverables activities.  Skill development framework

 Diagnostics report and  Training plan  Joint Revision


recommendations
 Full implementation
and delivery

 Expectation tracking and


adjustments

Project
3 Days 7 Days 5Days Ongoing
Timelines

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ABOUT CODEX

Codex is a Research and Design Lab using data and adopting


design thinking, creativity and technology to democratise
knowledge and make education accessible to all. We are
driven by the passion to build sustainable education solutions
using creativity and emerging technologies to influence
systems for development.

We are committed to creating a world where knowledge is


democratised and made accessible to everyone regardless of
their learning style, socio-economic background, gender, or
any other circumstance.

In doing this, we have initiated disruptive education projects


and we are working with partners in developing solutions that
show the diverse interpretation and application of knowledge.

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DELIVERY PROCESS – THE WAY WE WORK

At CODEX, our execution approach ensures appropriate governance, transparency, quality outcomes and excellent alignment
with our clients’ requirements.

Planning, Strategy Data Gathering Reporting and


and Groundwork and Analysis Documentation

Our planning involves detailed We combine information from We present our findings and
requirements gathering/ various empirical sources, past recommendation in a simple, clear
diagnostics and engagement to performance trends, comparator format for ease of understanding
understand the peculiarity of each organisations practices, trends and and use.
client. This helps us customise our best practices to deliver results.
approach and recommendation to
suite each client.

Skills Transfer Efficiency Agility

We work with our client Working directly with the learners, Agility in our project delivery and
counterpart team to deliver on all we are able to create solutions that management approach ensures an
our projects and ensure their are fit for purpose, to save time and integrated methodology that is able
readiness to take on similar cost. to address multiple scenarios and
assignments. context, while delivering high
quality outcomes.
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CONCLUSION

At CODEX, we have a long-standing reputation of excellent


delivery that exceed the expectations of our clients. Our
goal is to make learning effective and exactly fit for
purpose. We look forward to working with King’s College to
achieve the goal of accelerating the delivery of world –
class education following the CODEX STEAM Framework.

Should you require any additional information or wish to


further discuss any aspect of this document, kindly contact
the following:

Contact: Emmanuel Ebimoh

Telephone Number: +234 814 523 0665

E-mail: emmanuel@codex.com.ng

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