editors, Myint Swe Khine and Shaljan Ageepattamannil.
.PUBLICATION, DISTRIBUTION, ETC
Place of Publication, Distribution, etc.
Cham, Switzerland :
Name of Publisher, Distributor, etc.
Springer,
Date of Publication, Distribution, etc.
[2019]
PHYSICAL DESCRIPTION
Specific Material Designation and Extent of Item
1 online resource
INTERNAL BIBLIOGRAPHIES/INDEXES NOTE
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Includes bibliographical references.
CONTENTS NOTE
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Intro; Introduction; References; Contents; Chapter 1: Inquiry, Investigative Processes, Art, and Writing in STEAM; Introduction; Dewey and the Importance of Experience; Piaget and the Learning Cycle; Defining Roles for the Teacher and Student; Methods of Investigation: Scientific Inquiry and the Engineering Design Process; Interactive Notebooks; Photo Narrative; Conclusions; References; Chapter 2: Structuring STEAM Inquiries: Lessons Learned from Practice; Structuring STEAM Inquiries: Lessons Learned from Practice; Full STEAM Ahead: Project Overview; Project Background
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A Focus on Content Standards and PracticesCreation of STEAM Inquiries; Three Classroom-Tested Inquiries; Three Classroom-Tested Inquires; Designing a Prosthetic Arm for a Kindergartener; A Paleontology Investigation; A Closer Look at the Arts Within Roller-Coaster Engineering; Suggestions for STEAM Implementation; Lessons Learned; Tips for Practice; Concluding Remarks; References; Chapter 3: Creating a STEAM Map: A Content Analysis of Visual Art Practices in STEAM Education; STEAM Is Hot; STEAM Curriculum Approaches; Design Education-Based STEAM Approach; Collaborative Approach to STEAM
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Approaching STEAM Through Arts IntegrationApproaching STEAM Through Project-Based Learning and the Maker Movement; Summary: Many Shades of STEAM; Creating a STEAM Map; Method; Drawing the Map; Stories the Map Tells; Beyond the Map; Future Directions of STEAM Education; References; Chapter 4: Design Thinking Gives STEAM to Teaching: A Framework That Breaks Disciplinary Boundaries; Introduction: A Design Framework for STEAM; Design Melds STEAM Together; Design and STEAM: Creative, Interdisciplinary, Human-Centered Problem-Solving; Design Thinking and Teachers: A Path to Creative Learning Design
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Chapter 5: Investigating the Impact of a Community Makers' Guild Training Program on Elementary and Middle School Educator Perceptions of STEM (Science, Technology, Engineering, and Mathematics)Introduction; Background Understanding Makerspace Learning Environments; Current Factors Impacting STEM Education Training Programs; STEM Professional Development Trends; Technology Integration Training Approaches; STEM Research Trends; Makers' Guild Research Program; Research Design and Methodology; Instrumentation; Results; Discussion and Conclusions; References
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Design Thinking in the Stanford Design ModelOverview of the Course: Design Thinking for Addressing Problems of Practice; Building Toward STEAM: Examples in Teachers' Curriculum Development; Design Thinking in Biology: Creative Problem-Solving; Making Design-STEAM Connections; Breaking Traditions in Spanish: Going to the Real World; Making Design-STEAM Connections; Designing Math for Authentic Engagement: Failing Better; Making Design-STEAM Connections; Conclusions; References
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SUMMARY OR ABSTRACT
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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.