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STEAM Learning

By: Erich Hegenbart, Carly Nycz, Emily Byrnes, Kaela Newton


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What is STEAM Learning?

Science, Technology, Engineering, Arts, and Mathematics.


Main themes of STEAM:
• -Fostering innovation
• -The need for twenty-first century skills
• -Divergent and convergent thinking

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Horizon Report Statistics

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Classroom Usage
• Implementing integrative projects
- Connecting students with peers from other states and countries

• Interconnecting different subjects


-Integrating the visual arts with math and science

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Benefits of STEAM-based instruction

● Opportunities for students to collaborate


● Hands-on learning experiences
● Encourages critical thinking
● Exposes girls to STEAM fields

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Euro-STEAM
● Creating more STEAM educators
● Providing open resources, tools, and face-to-face training opportunities
● Helping to promote teachers creativity throughout all subjects

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The Australian Curriculum Symposium
 STEM, STEAM, and the Humanities and Social Sciences.
● Cross-Curricular Learning Opportunities
● Workshop Topics:
○ -New School Museum Learning
○ -Teaching Creativity

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Age Level Most Dominant
• Used throughout K-12 learning.

• 4 in 5 STEM college students say they decided to study STEM in high


school or earlier.

• 1 in 5 decided in middle school or earlier

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Works Cited
Horizon Report: K-12 Edition, 2009-2017. (n.d.). Retrieved from
https://library.educause.edu/resources/2017/12/horizon-report-k-12-edition-2009-
2017

Pdesarcho@sandiego.edu. (2019, May 15). (n.d.). The Movement Towards a


STEAM Education in Schools. Retrieved from
https://onlinedegrees.sandiego.edu/steam-education-in-schools/

The Benefits of Teaching STEAM Lessons. (2019, January 24). Retrieved from
https://education.cu-portland.edu/blog/classroom-resources/benefits-of-teaching-
steam/

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