Knowledge of STEAM Education for Middle- and High-school Freshman

2014 ◽  
Vol 64 (9) ◽  
pp. 924-927
Author(s):  
Jin JEONG*
2010 ◽  
Vol 43 (04) ◽  
pp. 806-807
Author(s):  
Paula Puryear Martin ◽  
Paula D. McClain ◽  
Andrea Simpson

The Right Reverend Dr. Paul Lionel Puryear, Sr., Professor Emeritus at the University of Virginia, passed away on Thursday, April 22, 2010, in Charlottesville, Virginia, at the age of 80. Born in Belleville, New Jersey, as the second son of the Reverend Thomas Langston Puryear, Sr., and the Reverend Pauline Sims Puryear, he attended public schools in Newark, New Jersey. He transferred as a high school freshman to the renowned Palmer Memorial Residential School in Sedalia, North Carolina. He became an ordained A.M.E. minister at the age of 18.


Author(s):  
Kyle Seiverd

STEAM education is a comprehensive approach to addressing content in the classroom. By using STEAM, educators present material utilizing multiple-intelligences. This chapter is geared towards high school and uses students' familiarity with Disney as a hook to address STEAM. Critical analysis is applied to the exterior and line-queue design of a famous attraction at Disney parks. Ride-layout is critiqued and improved upon via student collaboration. Students use their ability to analyze design to engineer a 2-D scale model that fits a particular purpose.


2014 ◽  
Vol 84 (6) ◽  
pp. 363-369 ◽  
Author(s):  
Matthew Lee Smith ◽  
Kelly Wilson ◽  
Mindy Menn ◽  
Jairus C. Pulczinski

1982 ◽  
Vol 75 (4) ◽  
pp. 323-328
Author(s):  
William J. Wagner

What short BASIC program written by a high school freshman can produce all the displays shown in figure 1 and more? This article discusses a remarkably creative effort by two students, ninth grader Ryoji Watanabe and tenth grader Jerry Hogsett, who went as far as they did with their ideas because of their willingness to experiment. because of the availability of flexible computer graphics, and because they had not been taught the traditional ways of trigonometry.


Author(s):  
Chih-Chao Chung ◽  
Shu-Lan Huang ◽  
Yuh-Ming Cheng ◽  
Shi-Jer Lou

AbstractThe purposes of this study were to integrate imagination and STEAM education to construct a special topic course on wearable devices for pets for technology senior high school students studying electronic science; to explore the impacts of the learning process on students’ imagination, STEAM competences and satisfaction with learning effectiveness; and to investigate the integration of imagination into STEAM education. This study adopted the design research method and took 40 students in the third year of a special topic course in electronic science at a technology senior high school as the research subjects. The students were randomly divided into 8 groups, and teaching activities were carried out for 18 weeks. This study used questionnaire and documentary analysis methods to carry out peer evaluation, pretests, posttests and student self-report surveys to collect qualitative and quantitative data for statistical analysis and cross-validation. In this study, a new integration model of imagination and STEAM is proposed. The design research method was employed to plan the iSTEAM course and design special topic activities about real-life issues so that the degree of integration of imagination into the STEAM special topic course and the quality of the students’ work were moderately positively correlated and highly positively correlated, respectively, with students’ application of their learning from various aspects of iSTEAM, which can significantly enhance their imagination, STEAM competences, and satisfaction with their learning effectiveness. The iSTEAM teaching model can help engineering educators develop and evaluate iSTEAM courses and learning activities and provides new contributions to and research directions for STEAM education.


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