Cases on STEAM Education in Practice


Book Description

Curriculums for STEM education programs have been successfully implemented into numerous school systems for many years. Recently, the integration of arts education into such programs has proven to be significantly beneficial to students, resulting in a new method of teaching including science, technology, engineering, art, and mathematics. Cases on STEAM Education in Practice is an essential research publication for the latest scholarly information on curriculum development, instructional design, and educational benefits of STEAM learning initiatives. Featuring coverage on a range of topics including fine arts, differentiated instruction, and student engagement, this book is ideally designed for academicians, researchers, and professionals seeking current research on the implementation of STEAM education.




Challenges and Opportunities for Transforming From STEM to STEAM Education


Book Description

The addition of the arts to STEM education, now known as STEAM, adds a new dimension to problem-solving within those fields, offering students tools such as imagination and resourcefulness to incorporate into their designs. However, the shift from STEM to STEAM has changed what it means for students to learn within and across these disciplines. Redesigning curricula to include the arts is the next step in preparing students throughout all levels of education. Challenges and Opportunities for Transforming From STEM to STEAM Education is a pivotal reference source that examines the challenges and opportunities presented in redesigning STEM education to include creativity, innovation, and design from the arts including new approaches to STEAM and their practical applications in the classroom. While highlighting topics including curriculum design, teacher preparation, and PreK-20 education, this book is ideally designed for teachers, curriculum developers, instructional designers, deans, museum educators, policymakers, administrators, researchers, academicians, and students.




Cases on Models and Methods for STEAM Education


Book Description

"This book examines the latest scholarly information on curriculum development, instructional design, and educational benefits of STEAM learning initiatives"--




Cases on Models and Methods for STEAM Education


Book Description

STEAM education can be described in two ways. One model emphasizes the arts and is not as concerned about the accuracy of the STEM fields. In the second model, STEM content is the prevailing force with a focus on accuracy, and the arts are used in limited and secondary resources for the teaching of the content. However, in order to promote creative thinking, allow for higher student engagement, and offer a more well-rounded education, a STEAM model, where science, technology, engineering, arts, and mathematics are equal contributors to the process of learning, is needed. Cases on Models and Methods for STEAM Education is an important scholarly resource that provides inclusive models and case studies highlighting best techniques and practices for implementing STEAM models in teaching and assists teachers as they learn to use such methods through the inclusion of practical activities for use in the classroom. Highlighting a wide range of topics such as science education, fine arts, and teaching models, this book is essential for educators, administrators, curriculum developers, instructional designers, policymakers, academicians, researchers, and students.




STEAM Education


Book Description

This book looks at the value of integrating the arts and sciences in the school curriculum. It argues that this will help students further their understanding of analytical concepts through the use of creativity. The authors illustrate how schools can work towards presenting common practices, concepts, and content. Coverage features case studies and lessons learned from classrooms across the United States. The notion of STEAM (Science, Technology, Engineering, Arts, and Mathematics) is an emerging discipline unique in its desire to provide a well-rounded approach to education. The chapters of this volume examine STEAM in a variety of settings, from kindergarten to higher education. Readers will learn about the practical considerations involved when introducing the arts and creativity into traditionally left brain processes. This includes best practices for creating and sustaining successful STEAM initiatives in any school, college, or university. For instance, one chapter discusses novel approaches to teach writing with the scientific method in order to help students better present their ideas. The authors also detail how the arts can engage more diverse learners, including students who are not traditionally interested in STEM subjects. They provide three concrete examples of classroom-tested inquiries: designing a prosthetic arm for a child, making a paleontology investigation, and taking a closer look at the arts within roller coaster engineering. This book is an invaluable resource for teachers and teacher trainers, university faculty, researchers, and school administrators. It will also be of interest to science, mathematics, engineering, computer science, information technology, arts and design and technology teachers.




Cases on STEAM Education in Practice


Book Description

Curriculums for STEM education programs have been successfully implemented into numerous school systems for many years. Recently, the integration of arts education into such programs has proven to be significantly beneficial to students, resulting in a new method of teaching including science, technology, engineering, art, and mathematics. Cases on STEAM Education in Practice is an essential research publication for the latest scholarly information on curriculum development, instructional design, and educational benefits of STEAM learning initiatives. Featuring coverage on a range of topics including fine arts, differentiated instruction, and student engagement, this book is ideally designed for academicians, researchers, and professionals seeking current research on the implementation of STEAM education.




Application of Management Theories for STEM Education


Book Description

This work describes the application of management theories in STEM (Science, Technology, Engineering and Mathematics) education systems. Two chapters examine STEM education on the K-12 national level and one chapter focuses on the higher education institutional level. All chapters are based on comprehensive research. Thus, it will appeal to teachers, school principals, researchers, graduate students, government policymakers, and all practitioners who care about STEM education in schools, academia and government. In each chapter, SWOT (Strengths, Weaknesses, Opportunities, and Threats) analysis is used as a managerial strategic tool for the examination of factors that focus either on internal circumstances (strengths and weaknesses), or external ones (opportunities and threats).







Current Perspectives on the Value, Teaching, Learning, and Assessment of Design in STEM Education


Book Description

Design is a central activity within Science, Technology, Engineering, and Mathematics (STEM) education. Within enacted practice, design can feature within intended learning outcomes, for example in learning to design, and it can feature within pedagogical methodologies, for example by learning through design. Often holding differing disciplinary interpretations such as design as cyclical problem solving, iterative design, conceptual design, or design with or without make, understanding the educational merits of the ill-defined and open nature of authentic designerly activity is paramount. This Research Topic sets out to gain a more nuanced understanding of the value and role(s) of design within STEM educational contexts. This Research Topic focuses on design within STEM educational contexts, particularly in terms of teaching, learning, and assessment. The aim is to contribute to the evidential basis which can be used to guide the incorporation of design into educational practice. The topic has two central research objectives. The first is to generate evidence regarding what design is in STEM education. For example, is the ability to design a singular or manifold construct? Is the capacity to design, or are factors of this ability, both learnable and teachable? How transferable is designerly knowledge between contexts? How do different disciplinary contexts influence the interpretation of design? The second is to further our understanding of how best to incorporate design within STEM education contexts. For example, how much emphasis should be placed on learning to or through design in school? How should design be assessed within formal education? Where and when is design best incorporated into education? In posing these questions, the goal of this research topic is to provide scholarly discourse which supports critical reflection and the challenging of assumptions regarding design in education.




Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education


Book Description

As technology continues to develop and prove its importance in modern society, certain professions are acclimating. Aspects such as computer science and computational thinking are becoming essential areas of study. Implementing these subject areas into teaching practices is necessary for younger generations to adapt to the developing world. There is a critical need to examine the pedagogical implications of these technological skills and implement them into the global curriculum. The Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education is a collection of innovative research on the methods and applications of computer science curriculum development within primary and secondary education. While highlighting topics including pedagogical implications, comprehensive techniques, and teacher preparation models, this book is ideally designed for teachers, IT consultants, curriculum developers, instructional designers, educational software developers, higher education faculty, administrators, policymakers, researchers, and graduate students.