stem to steam for k-16

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STEM TO STEAM for K-16 Filling the Teacher Candidate’s Toolbox: Resources for the integration of STEM content into the curriculum

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STEM TO STEAM for K-16

Filling the Teacher Candidate’s Toolbox:Resources for the integration of

STEM content into the curriculum

Melanie Hughes, Associate LibrarianGary Pinkston, Associate ProfessorPatrick Ridout, Information Services LibrarianSusan Ridout, Professor

Objectives

Teacher educators will:● Outline the history of past science, technology, engineering & math policy movements (Melanie)● Define the current STEM into STEAM movement (Patrick)● Identify future jobs in STEM fields, especially for women and underrepresented minorities (Gary & Melanie)● Create, locate, and take students on virtual field trips (Susan & Patrick)● Explore free or almost free websites, apps, and software to facilitate learning, especially coding (Gary)● Integrate STEM & STEAM across the curriculum & identify criticisms of the movement (Susan)● Examine STEM graphic novel reading (Patrick) ● Partner art and design to tap into students’ creativity in STEM solutions with student-created comics (Melanie) ● Discover the benefit of partnering with librarians for resource discovery--MakerSpace & LibGuides (Patrick & Melanie)● Identify opportunities for advocacy and funding across the curriculum in the name of STEM & STEAM (Melanie)

What is STEM?

Science Education Policy Timeline

1957 Sputnik I

1958 National Defense Education Act

1959 NSF summer training institutes for elementary teachers

1969 Apollo 11 lands on the moon

1969-70 NAEP (National Assessment of Educational Progress) begins

1970 National Environmental Education Act

1975 U.S. Metric Board

Science Education Policy II

1980 3-2-1 Contact

1982 NSF budget reduced by 70%

1983 Nation at Risk published

1985 American Association for the Advancement of Science launches

Project 2061, defines scientific literacy in reports:

“Science for All Americans” & “Benchmarks for Science Literacy”

Science Education Policy III

1986 Christa McAuliffe, “Teacher in Space” dies in Challenger

1987 Science Education for Public Understanding Program (SEPUP)

1990 “Physics First”

1996 National Science Education Standards, National Research Council

1998 Science Talent Search, Intel Corp.

1999 National Commission on Mathematics and Science Teaching

for the 21st Century, report “Before It’s Too Late.”

Science Education Policy IV

2000 CSI: Crime Scene Investigation

2001 No Child Left Behind Act

2005 Federal court rules Dover, PA school board cannot require teachers to

present intelligent design as an alternative theory

to Darwin’s Theory of Evolution.

2007 “Rising Above the Gathering Storm” by National Academies’

2007 America COMPETES Act

Indiana STEM Policy

2012 Indiana’s Framework for STEM education

2016 New Indiana Science Standards which include Computer Science

STEM Partner Collaboration

STEM-certified schools in Indiana

Mission: All schools will have the opportunity, funding, partnerships, support and guidance to provide quality STEM Education to all students. In addition, all students, regardless of demographic, location, or disability, will be provided an education that allows opportunities to gain the knowledge and skills necessary for success in college and careers.

The Indiana Department of Education’s goal is to (1) provide resources and support to schools in order to enhance science, technology, engineering, and math curriculum with a greater emphasis on discovery and relevant workforce skills; and (2) outline methodologies necessary to ensure its successful implementation.

STEM acronym timeline?

1985 Carnegie Forum on Education and the Economy

2000 George W. Bush, teacher shortage proposal

2001 Judith A. Ramaley, NSF,

2005 Government Committee

2006 Georgette Yakman (STEAM)

2007 Science Policy Report

STEM into STEAM

STEM + Arts

Promotes Creativity, new ideas/designs, and develops a better skill set for students

Without Arts and Humanities, basic skills like writing and interpreting texts atrophy

What constitutes a STEAM Project is still being determined

Gary, insert a few employment slides from our presentation

Women in STEM

Virtual Field Trips

• Can Create Your Own

• Videos

• Still Slides—Move from point A to point B

• Students can create their own (science experiments in the making)

• Can Use Already-Created VFTs

Virtual Field Trips

● Explore places without leaving the classroom

● Virtual Reality Devices, like the HTC VIVE and Playstation VR

● Pseudo VR devices such as Google Cardboard, Samsung Gear, and many off brands

○ These use smartphones to emulate what VRs do, and can show off virtual tours of places in 3D.

● For STEAM and STEM○ tours of facilities○ Exploded Views of Devices and Functions

Research Supports Field Trips!

• Expose students to new experiences and can increase interest and engagement in science regardless of prior interest in a topic (Kisiel, 2005; Bonderup Dohn, 2011),

• Result in affective gains such as more positive feelings toward a topic (Csikszentmihalyi & Hermanson, 1995; Nadelson & Jordan, 2012).

• Students who use well-designed exhibit guides while on field trips use more science vocabulary and have more conversations about science topics on the field trip than students who do not. (Source: Mortensen & Smart, 2008)

• Using post-visit activities and lesson plans helps students to learn more about science topics they encountered on a field trip. (Source: Anderson, Lucas, Ginns, & Dierking, 2000)

The Benefits of a Virtual Field Trip

●Students are energized by the excitement and anticipation of leaving the “real” school environment.●Provides opportunities for student collaboration and sharing of observations.●Students have the opportunity to see new things and learn about them in a more unstructured way.●Students have the opportunity to determine what they learn and how they learn it. Said differently,

student learning can be interest-driven, not teacher and curriculum driven.●Students will experience a more holistic, integrated picture of the information that, in the classroom,

may have only been presented in a textual and abstract way.●Museums, and many other kinds of field trips are multi-media experiences; therefore, learning is

enriched and reinforced with superimposing sensory and intellectual inputs.

Google “Cardboard”

Best Google Cardboard apps: Top games and demos for your mobile VR headset

Google

Carboard

Virtual Reality Climate Change

http://www.smithsonianmag.com/innovation/how-virtual-reality-can-help-us-feel-pain-climate-change-180960918/?utm_source=smithsoniandaily&utm_medium=email&utm_campaign=20161026-daily-responsive&spMailingID=26896535&spUserID=NzY1MjczMDU1MjAS1&spJobID=904690562&spReportId=OTA0NjkwNTYyS0

It’s a first-of-its-kind interactive and experimental environment -- part lab, part collections vault, part DIY garage, part hangout, and all fun. Through real-world questions with scientists and interactions with thousands of authentic objects, visitors to the new space, located within the National Museum of Natural History,

One stop shopping for a complete

Field trip experience

Excellent

5 pts

Good

4 pts

Average

3 pts

Below Average

2 pts

Unacceptable

0 pts

Content Area Related Excellent

 Idea is clearly relevant to content area and is evident in presentation.

Good

 Idea is somewhat relevant to content area and is evident in presentation.

Average

 Idea is clearly relevant to content area but is not shown in presentation.

Below Average

Idea is somewhat relevant to content area but is not shown in presentation.

Unacceptable

 Idea is not relevant to mathematics and is shown to not be content area in presentation.

Engaging/ Interesting Idea Excellent

 Idea will definitely be fun or interesting.

Good

 Idea should be fun or interesting.

Average

 Idea could be fun or interesting.

Below Average

 Idea is minimally engaging.

Unacceptable

 Idea is not fun, interesting or engaging.

Presentation Excellent

 Presentation displays all information clearly and is creative in selling the idea of the trip.

Good

 Presentation was creative in selling the idea of the trip, however one or two aspects of the trip were not presented clearly.

Average

 Presentation was not creative in selling the idea of the trip, however all aspects of the trip were presented clearly.

Below Average

Presentation was creative in selling the idea of the trip, however three or more aspects of the trip were not presented clearly.

Unacceptable

 Presentation was not creative in selling the idea of the trip and many pieces of information were not presented clearly.

Feature Excellent

VR Trip contains 2 or more street views starting point of field trip location, Google Map of location and more than 5 images associated with the trip.

Good

VR Trip contains street view starting point of field trip location, Google Map of location and more 3-4 images associated with the trip.

Average

VR Trip contains street view starting point of field trip location, Google Map of location and 2 images associated with the trip.

Below Average

VR Trip is missing either the street view starting point of field trip location or Google Map of location or any images associated with the trip.

Unacceptable

VR Trip missing all required components.

Field Trip Creation Rubric

IT History

http://www.ithistory.org/software

Add Gary’s coding, web apps, software

Explore free or almost free websites, apps, and software to facilitate learning, especially coding

Integrate STEM & STEAM Across Curriculum

Insert Susan’s slide

And criticism, leaving arts and social studies behind

Paint Programs/Drawing Programs/Creation Programs

• Kid Pix

• Kidworks

• Dynamic Art Lite iPad

• Scratch Jr, Starlogo NOVA (creation tools)

• Comic Life

• Games

• Etc.

Vocabulary

• STEM Vocabulary

• Frayer Model/Four Square

• Apps

• E Flashcards

• Talk n Photos

Drama

• Tableaux

• Good Angel/Bad Angel

• Mantel of the Expert (Wilhelm)

• Acting (cutting from a biography/part of a machine/discovering something spectacular)

Poetry

• Acrostics

• I Am Poems

• Free Verse

• Shape Poems

• Others

Other ELA Ideas

• Creative Writing

• Informational Writing

• RAFT Writing

• Etc.

Other Curricular Areas

• Health

• Social Studies

• Music

Examine STEM graphic novel reading

Student-Created Comics Comic Life

Partnering with Librarians

Instructional Sessions for Teacher Educators

Curriculum Materials Center resources for STEM & STEAM

Libguides

MakerSpaces

Resources for Advocacy

Professional Organizations related to STEM or STEAM for teachers

State and National Organizations

Local Maker Movements and Fairs

Resources for Funding Opportunities for STEM & STEAM

Granting Agencies

Federal

State

Local

Foundations

Contests

STEM Professional Teacher Organizations

HASTI Hoosier Association of Science Teachers Inc.

ICTM Indiana Council of Teachers of Mathematics

HAMTE Hoosier Association of Mathematics Teacher Educators

ICE Indiana Connected Educators (Computing)

ETE Engineering/Technology Educators of Indiana

Graphic Novels and Manga

● Some concepts are learned more easily through graphic demonstration, where the student is able to see the concept applied as it is explained.

● A growing market, as the comics market matures● Also applies to fiction, as characters often work in STEAM fields.

○ Remember, almost all Superheros have backgrounds as scientists, engineers, professors, mechanics, etc.

● Also appears in Manga○ Winry Rockbell from Full Metal Alchemist○ Cid from Final Fantasy○ Hange Zoe from Attack on Titan○ Stein from Soul Reaper

Makerspaces

● Places to provide people a spot to create, experiment, learn and solve problems

● Offshoot of DIY movement● Usually Includes:

● 3-D printers ● digital media● creative software● soldering, welding, and traditional tools● Arts and crafts supplies● Electronics

Creative Commons licensed image via Owenstr.

Ha Ha!