Listly by Ken Peterson
For far too long, school has organized learning into divided disciplines: English, science, history, math, and so on. It seems fine because we're all used to it. The problem, however, is that students then internalize a divided conception of knowledge; they're conditioned into a view of life where specialization reigns.
Arts integration has been shown by several rigorous studies to increase student engagement and achievement among youth from both low and high socioeconomic backgrounds (Catterall, Dumais, & Hampden-Thompson, 2012; Upitis & Smithrim, 2003, cited in Upitis 2011; Walker, McFadden, Tabone, & Finkelstein, 2011). Arts integration was introduced at Wiley H.
A lot of people who never entered a classroom that I used to teach in, began to chastise me about inserting art into my curriculum. When I stopped laughing, because my side hurt, I started to tell them that the insertion of art, and STEM is how I start to teach.
The Smithsonian Center for Folklife and Cultural Heritage has some neat resources for teachers and students. One of the resources that I've recently downloaded is the Masters of the Building Arts Activity Guide. The Masters of the Building Arts Activity Guide provides the history of six types of buildings and architectural features.
Both project-based learning and STEAM education (science, technology, engineering, art and math) are growing rapidly in our schools. Some schools are doing STEAM, some are doing PBL, and some are leveraging the strengths of both to do STEAM PBL.
Some of the most important subject areas and activities we want students to learn are the very ones that are left out of many schools: the arts, computer programming, and learning to making things by hand. We know that arts integration can open all kinds of opportunities for learning and fostering creativity.
By Barbara Ray At the beginning, people thought she was nuts. Sue Mellon, gifted support coordinator for Springdale Junior and Senior High/Colfax School in the Allegheny Valley School District, thought 7 th and 8 th graders could develop a deeper understanding of poetry by playing around with robotics.
San Diego's High Tech High makes it a priority to celebrate and make student artwork public. (5:04)
In February, we highlighted apps, games, and websites that support science, technology, engineering, art, and math learning (STEAM). And we invited educators to write Field Notes telling us how technology supports their teaching in these subject areas. Of the many Field Notes teachers wrote, 24 submissions caught our eye.
As an experiential educator who has fully embraced technology as a means for allowing and facilitating learner voice, creativity, innovation, inventiveness, the Maker Education movement fits into my vision about what a good education entails. I have been blogging and presenting about Maker Education - see .
In February, we highlighted apps, games, and websites that support science, technology, engineering, art, and math learning (STEAM). And we invited educators to write Field Notes telling us how technology supports their teaching in these subject areas. Of the many Field Notes teachers wrote, 24 submissions caught our eye.
Arts have a role to play in problem-solving, educators say.
In 2006 there was a term that started to grow in the United States- STEM education (Science, Technology, Engineering and Math). The basis of the STEM movement was the growing concern that our students were not prepared for the high tech jobs of the future.
It is early February. E-Rate applications (to help our client schools obtain Federal funding for technology) are due any day now, but nevertheless I am volunteering a bit of time to serve as a judge at a Science Fair. After all, everyone wants to encourage students' interests in Science, Technology, Engineering and Mathematics [STEM].
Are you looking to create something new? Design a project for school for a club? Whether you are a beginner or an expert, Autodesk has resources to get you started with 3D design and computer animation
The San Diego Festival of Science & Engineering kicks off on Saturday, bringing six days of experiments, activities and interactions with local science educators and professionals. Rodger Ashworth, 47, a resource teacher and administrator at Washington Elementary STEAM Magnet is one of the event's participants.
Over the years I've written about advanced web search strategies shared by Daniel Russel. And I've written about alternative search engines that have come and gone over the years. But often times students don't have to dive into complex strategies and databases in order to find a lot of great information.
Maker Monsters is a mobile game that is scientifically designed to increase creativity in children, based on leading research. Designed by mobile gaming experts with the help and guidance from the world's top experts in creativity, this game is carefully crafted to foster creativity in children between 5-10 years of age.
The Resource for Education Technology Leaders focusing on K-12 educators. Site contains a Software Reviews Database, articles from Technology & Learning Magazine, articles from Educators in Educators' eZine, Event and Contest listings, Reader suggested Web sites, and weekly news updates on education technology leaders."
Students in DeSoto West Middle School's iSTEAM3D Magnet Academy aren't just learning about cities, they're building one from the ground up - complete with running water and working lights. They're using MakerBot Replicator 2 desktop 3D printers to create roads, homes and businesses that bring their imagined city to life.
As another school year ends, teachers use this time to unwind and recharge their batteries for the upcoming year. Many teachers and administrators will continue their professional development over the summer to fine tune their skills and see what new technologies will be available to use in their classrooms to inspire their students. At the same time, they often struggle with the balance of work and personal time and often feel overwhelmed with how they can budget their time to prep for implementing these technologies within their classrooms.