Why STEAM? STEAM education is vital for our students futures It s important to allow access to STEAM activities because it pervades all areas of our lives Most jobs our students will encounter revolve around STEAM https://www.sciencepioneers.org/parents/why-stem-is-important-to-everyone
How are we teaching STEAM to our Students? Providing STEAM Activities in the classroom Creating time for Genius Hour Redesigning our labs to fit STEAM Offering Makers Clubs and Robotics in our afterschool programs
Jr. FIRST Lego League Sports for the Mind FLL Jr. non-competitive robotics program designed for children ages six to nine. While exploring the real-world theme, teams will learn about simple machines as they build a model made of LEGO elements with a motorized part. Teams present their information through a Show Me Poster. Throughout their experience, teams will operate under a signature set of Core Values, celebrating discovery, teamwork, and Gracious Professionalism
FIRST works closely with research and academic organizations to provide tangible evidence of the impact on students education and career choices.
This seasons challenge is to. Choose a piece of trash that you might throw away Learn about what happens to that piece of trash after you are done with it Then show what you have learned through your LEGO model and Show Me poster. Our trash: Snack size bags of cheetos
Jr. FLL These second grade students visited the SECCRA landfill, gathering information about trash.
CODING IN THE CLASSROOM Learning to code prepares kids for the world we live in today. There are tons of jobs and occupations that use code directly and even more where knowing how to code is a huge asset. Computing is involved in almost all aspects of our lives, from communications and education to social media, banking, information, security and shopping. If grade-schoolers are taught biology and mathematics in order to understand the world around them, then knowing the basics of how computers communicate and how to engage with them should be a given. http://www.cbc.ca/parents/learning/view/why-kids-should-learn-to-code-and-how-to-get-them-started
Scratch allows students to program own interactive stories, games, and animations. They can also share their creations with others in an online community. Scratch helps young people learn to think creatively, reason systematically, and work collaboratively essential skills for life in the 21st century. https://scratch.mit.edu/projects/editor/
Makerspaces in the Library
What is a Makerspace? A place where young people have an opportunity to explore their own interests; learn to use tools and materials, both physical and virtual; and develop creative projects. (Fleming, 2015)
Our Makerspace activities include: Legos/Engineering Toys 3-dimensional thinking, following instructions, motor development, creativity Magnets Hypothesizing, accessing prior knowledge, scientific research Coding & Creation Apps Computer literacy, creativity Puzzles Memory, logic, 2-D or 3-D for higher order thinking Crafting Creativity, problem solving, motor development, 3-dimensional thinking Electronics/Circuits Problem solving, hypothesizing, engineering, creativity
How does this work? It s the library with a little icing on the top! Read aloud Book checkout Makerspace time or reading Use passports to track
Benefits Creativity Social Skills Development A place to find their own niche Teamwork Problem Solving Motor Development Spatial Reasoning Research Skills Various Cross- Curricular Connections Increased understanding of the world and how things work The list goes on...
WHAT S NEXT? Include 1st grade Collaborate between Library and Innovation Lab Allow teachers to bring students down/more collaboration Add more tools Q-Ba-Maze Marble Run Lego table Makey Makey kits Crafting projects MORE, MORE, MORE! Growing to fit the needs of our students
cience Motion and Design Unit This unit combines the physics of forces and motion with technological design. Students use plastic construction materials, weights, rubber bands, and propellers to design and build vehicles, then test how those vehicles respond to different forces of motion, like pushes, pulls, or rubber band energy. They explore, through experiments and multiple trials, how forces like friction, gravity, and air resistance work against motion to slow their vehicles down.
This unit develops skills in recording design through drawing, making accurate measurements, completing and analyzing data tables, making and testing predictions, and communicating results and experimental data.
Students must apply the concepts they learn to a design challenge.
Design Challenge
Speedometry Hot Wheels Kit Common Core Standards & PA Science & Technology & Engineering Education - Forces & Motion 3.2.1.B1. Demonstrate various types of motion. 3.2.4.B1. Explain how an object s change in motion can be observed and measured. 3.2.4.B2. Identify types of energy and their ability to be stored and changed from one form to another. 3.2.5.B2. Examine how energy can be transferred from one form to another. Science as Inquiry - Design and conduct a scientific investigation and understand that current scientific knowledge guides scientific investigations. Hot Wheels Kits Lessons & Curricular Alignment 5th Grade - Motion & Design Unit Kindergarten/1st Grade - Balls & Ramps Unit
Hot Wheels Lessons 5th Grade Inquiry Designed Lessons: As an engineer, how would you build a ramp to get your Hot Wheels car to go as far as it can? What happens to the distance your car travels as you change the height of the ramp? Where is Potential and Kinetic Energy present? How does the mass/weight of the car affect the speed and distance the car travels down your ramp?
Hot Wheels Lessons Kindergarten/First Grade Inquiry Designed Lessons: How do different balls move down the same ramp? (Kindergarten) How does changing the incline of a ramp affect the same ball? (Kindergarten) What types of solids will roll down a ramp? (First Grade) How does the shape, weight, and material of a ball affect the distance it travels down a ramp? (First Grade)
STEM + Art = STEAM STEAM is 'Educating at the Intersection of Art and Technology' Can it be done? Should it be done? Should Art be included in STEM? Are they polar opposites or complementary?
Complementary! Both have a process and a product aspect to them Both require students to engage in creative and critical thinking that supports collaborative learning Both lead to richer student learning Both are complimentary with 21st century skills, particularly the 4 Cs : creativity, collaboration, critical thinking, and communication
The power of STEAM STEM to STEAM is a RISD-led initiative to add Art and Design to the national agenda of STEM (Science, Technology, Engineering, Math) education and research in America. The goal is to foster the true innovation that comes with combining the mind of a scientist or technologist with that of an artist or designer. STEAM is gaining traction across the country with support from a wide range of organizations, including the National Science Foundation, the National Endowment for the Arts, and the U.S. Department of Education.
GE Healthcare Underwater Theme. The Adventures Series helps improve the pediatric experience with medical imaging technologies. Bob Schwartz, GE Healthcare
Technology in the Art room idoodle Crafts Paper 53 Sketch Time Path On Face Stamp Superimpose Paper Camera Snapseed Repix Composite Pottery HD CreaArt Lab Symmetry Quiver Miro HD HMondrian exploratorium ToonPaint HD Google Earth Symmetry HD Play ART
Apps in the Artroom Students hard at work...and so proud!
Pennsylvania Learns itunes U
Technology - Connecting locally and globally Skype in the classroom Provides teachers and students with opportunities to connect locally and globally Provides real-life experiences using virtual field trips Differentiation in teaching using experts from around the globe to teach lessons in our classrooms via Skype
Mystery Skype Provides for local and global communication among students of the same age or grade level. Allows opportunities to learn Geographic features of different areas and places. Opens students minds to different cultures.
Mystery Skype in Action
Mystery Skype in Action Wisconsin Arkansas New Jersey California
Virtual Field Trips Skype in the classroom provides opportunities for teachers to not only interact with other teachers but also the opportunity to Skype with historical/educational places all across the world. The Fifth grade of Bethel Springs Elementary School had the opportunity to Skype with the Buffalo Bill Center of the West, which is a museum dedicated to the American West culture located in Wyoming. Students participated in a virtual field trip titled: The Plains Indians and the Buffalo. Students had the opportunity to see items from the museum and interact with experts in this field.
Buffalo Bill Center of the West @ BSES Intro to Field Trip Student Interaction
Pen Pals in Spain - Connecting Globally http://virgendelrosario5thgradeenglish.blogspot.com/?zx=ac8394fd6005314e http://virgendelrosarioenglish4th.blogspot.com/?zx=b3d0d0d079945b82 BSES 5th Grade Jags Blog 4th Grade BSES Blog
Pen Pals in Mexico: Bringing Art and Lit to Life -What is the Art and Literature Fling? -Global learning on a personal level http://www.epals.com/#/connections
Sharing our Holidays -Learning about El Dia de Los Muertos from our friends in Mexico http://safeshare.tv/v/ss565fd2900d08d -Sharing Halloween with our friends in Mexico http://safeshare.tv/v/ss565fcefc71164 -Future plans
Makers Space Lab Collaboration and Innovation Lab Site Green Screens Makey Makey Kits Chromebook carts Hot Wheels Kits 3D Printers - Technology used in real world applications now & in the future, our students are exposed to the learning at an early age.
The Vision Moving Forward Goal was to create an environment where teachers and students would come to apply what they learn in the classroom Consuming information vs. Creating knowledge Open House Dates 2015 GVES, CES, and BSES BSES - Dec. 8 2016 Garnet Valley Middle School CES - Jan 21st 2017 Garnet Valley High School GVES - Jan 22nd Once the initial space is created, the labs become self-sustaining through the work of HSA, building support, donations, and proceeds from Harlem Wizards Game - will not only help these spaces, but also our library spaces.