“Technology within education continues to expand as the demand and interest levels of students and prospective students steadily increase. Within various educational environments, the concepts evolving around STEAM, Robots, Codes, and Maker’s Spaces are integrated into the curriculum as a means of technical exposure, proactive training, and differentiated instruction. Present day, students are at an advantage, given that these concepts are already built within the curriculum”, says Andrews (2022). According to Puckett (2021), “in the past 10-15 years, the educational landscape has changed considerably due to the explosive growth of technology and computing in our society, dominant business and industry tools. Student exposure to STEM, robots, coding, and maker spaces provide authentic learning experiences is vitally important for students to learn how science, technology, engineering, and mathematics are interrelated” (para.2).
What is STEM? What is STEAM?
According to Schrum and Sumerfield (2018), “STEM-typically Science, Technology, Engineering, and Mathematics-has become a guiding star for education. STEM is a curriculum based on the idea of educating students in these four specific disciplines using an interdisciplinary, hands-on approach that relates to real-world applications” (p.8). Wigmore adds, "STEAM is an educational approach that incorporates the arts into the more-familiar STEM model, which includes science, technology, engineering and mathematics. STEAM programs can include any of the visual or performing arts, such as dance, design, painting, photography and writing" (para.1).
Why is it significant?
References
Andrews, M.(2022). STEM, robots, codes, and maker spaces.
https://rdene915.com/2022/06/07/stem-robots-codes-and-makers-spaces/
Puckett, M. (2021). An overview of STEM, robotics, coding, and maker spaces. TRC Edu.
https://www.trceducation.com/stem-robotics-coding-and-maker-spaces
Raupp, A. (2020). Ethics in STEM Education: Going Beyond the Classroom. The Journal.
https://thejournal.com/articles/2020/02/12/ethics-in-stem-education-going- beyond-the-
classroom.aspx
Shahzad B, Saleem K. (2018). Benefits of establishing maker-spaces in distributed
development environment. Advances in Intelligent Systems and Computing book
series AISC, 738, p. 621–625. https://link.springer.com/chapter/10.1007/978-3-319-77028-4_79
Schrum, L., Sumerfield, S. (2018). Learning supercharged. Digital age strategies and
insights from edtech frontier. International society for technology in education.
Wigmore, I. STEAM (science, technology, engineering, arts and mathematics).
https://www.techtarget.com/whatis/definition/STEAM-science-technology-engineering-arts-and-
mathematics
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