Zusammenfassungen
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.
Von Klappentext im Buch STEAM Education (2019) 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.
Kapitel
- 1. Inquiry, Investigative Processes, Art, and Writing in STEAM (Seite 1 - 18) (Adam Stroud, Lawrence Baines)
- 2. Structuring STEAM Inquiries - Lessons Learned from Practice (Seite 19 - 35) (Sarah B. Bush, Kristin L. Cook)
- 3. Creating a STEAM Map - A Content Analysis of Visual Art Practices in STEAM Education (Seite 37 - 55) (Christine Liao)
- 4. Design Thinking Gives STEAM to Teaching - A Framework That Breaks Disciplinary Boundaries (Seite 57 - 78) (Danah Henriksen, Rohit Mehta, Swati Mehta)
- 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) (Seite 79 - 100) (Jennifer Miller-Ray)
- 6. The Emergence of the Creativity in STEM - Fostering an Alternative Approach for Science, Technology, Engineering, and Mathematics Instruction Through the Use of the Arts (Seite 101 - 115) (Michael Marmon)
- 7. Developing a Rhetoric of Aesthetics - The (Often) Forgotten Link Between Art and STEM (Seite 117 - 141) (Rohit Mehta, Sarah Keenan, Danah Henriksen, Punya Mishra)
- 8. Moving Toward Transdisciplinary Instruction - A Longitudinal Examination of STEAM Teaching Practices (Seite 143 - 164) (Cassie F. Quigley, Dani Herro, Abigail Baker)
- 9. Multidisciplinary Group Composition in the STEAM Classroom (Seite 165 - 188) (John D. Sundquist)
Dieses Buch erwähnt ...
Personen KB IB clear | Debbie Chachra | ||||||||||||||||||
Begriffe KB IB clear | Designdesign , design thinking , Informatikcomputer science , Informationstechnikinformation technology , Kindergarten , Kreativitätcreativity , LehrerInteacher , Lernenlearning , Mathematikmathematics , MINTscience, technology, engineering, mathematics , Motivationmotivation , STEAM , Zone of Proximal Development | ||||||||||||||||||
Texte |
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Dieses Buch erwähnt vermutlich nicht ...
Nicht erwähnte Begriffe | Bildung, Digitalisierung, Informatik-Didaktik, Informatik-Unterricht (Fachinformatik), Kinder, Schule, Unterricht |
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1 Erwähnungen
- Informatics in Schools. Rethinking Computing Education - 14th International Conference on Informatics in Schools: Situation, Evolution, and Perspectives, ISSEP 2021, Virtual Event, November 3–5, 2021 (Erik Barendsen, Christos Chytas) (2021)
- Girls’ Summer School for Physical Computing - Methodology and Acceptance Issues (Gabrielė Stupurienė, Anita Juškevičienė, Tatjana Jevsikova, Valentina Dagienė, Asta Meškauskienė)
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Beat und dieses Buch
Beat hat dieses Buch während seiner Zeit am Institut für Medien und Schule (IMS) ins Biblionetz aufgenommen. Beat besitzt kein physisches, aber ein digitales Exemplar. Eine digitale Version ist auf dem Internet verfügbar (s.o.). Es gibt bisher nur wenige Objekte im Biblionetz, die dieses Werk zitieren.