scholarly journals Utilizing 3D-Printing Technology in Cross-Disciplinary STEAM Education

Author(s):  
Sayuri Tanabashi

Individuals visiting science museums and centers generally seek to cultivate their scientific thinking and, thanks to advanced technologies in the beginning of the 21st century, can also enjoy multisensory artistic experiences. Creating such an immersive experience in museums has been part of a national strategy to increase the number of future Science, Technology, Engineering, and Mathematics (STEM) personnel, fields that have historically had greater difficulty in attracting students.

Author(s):  
Ellen Hamilton-Ford ◽  
Jeffrey D. Herron

The objective of this chapter is to provide an overview of research in the convergence of environmental education and science, technology, engineering, and mathematics (E-STEM) education models through a values-based framework for nature. An argument for the interconnectedness of environmental education and STEM programs is presented. A further argument presented that nature-based learning environments engage children in E-STEM. Lastly, an exploration of research suggests how various pedagogical practices incorporate and facilitate the E-STEM paradigm to prepare young children for 21st century workforce that can solve large, complex problems in an information and service-based economy.


Author(s):  
Amanda L. Strawhacker ◽  
Amanda A. Sullivan

In the past two decades, STEM education has been slowly replaced by “STEAM,” which refers to learning that integrates science, technology, engineering, arts, and mathematics. The added “Arts” portion of this pedagogical approach, although an important step towards integrated 21st century learning, has long confused policymakers, with definitions ranging from visual arts to humanities to art education and more. The authors take the position that Arts can be broadly interpreted to mean any approach that brings interpretive and expressive perspectives to STEM activities. In this chapter, they present illustrative cases inspired by work in real learning settings that showcase how STEAM concepts and computational thinking skills can support children's engagement in cultural, performing, and fine arts, including painting, sculpture, architecture, poetry, music, dance, and drama.


2019 ◽  
Vol 9 (3) ◽  
pp. 184 ◽  
Author(s):  
Meng-Leong How ◽  
Wei Loong David Hung

In science, technology, engineering, arts, and mathematics (STEAM) education, artificial intelligence (AI) analytics are useful as educational scaffolds to educe (draw out) the students’ AI-Thinking skills in the form of AI-assisted human-centric reasoning for the development of knowledge and competencies. This paper demonstrates how STEAM learners, rather than computer scientists, can use AI to predictively simulate how concrete mixture inputs might affect the output of compressive strength under different conditions (e.g., lack of water and/or cement, or different concrete compressive strengths required for art creations). To help STEAM learners envision how AI can assist them in human-centric reasoning, two AI-based approaches will be illustrated: first, a Naïve Bayes approach for supervised machine-learning of the dataset, which assumes no direct relations between the mixture components; and second, a semi-supervised Bayesian approach to machine-learn the same dataset for possible relations between the mixture components. These AI-based approaches enable controlled experiments to be conducted in-silico, where selected parameters could be held constant, while others could be changed to simulate hypothetical “what-if” scenarios. In applying AI to think discursively, AI-Thinking can be educed from the STEAM learners, thereby improving their AI literacy, which in turn enables them to ask better questions to solve problems.


2020 ◽  
Vol 18 (3) ◽  
pp. 183-188
Author(s):  
V. Prezhdarova ◽  
D. Pastarmadzhieva

The online world offers a huge number of opportunities and variety of information sources, which differ significantly from each other. To high extent the online world is the place, where youth spend most of their time. In such situation the creative and critical thinking are essential to help youth integrate and develop their individuality in the digital world. Furthermore, the interdisciplinary nature of digital art serves to develop creativity and critical thinking. In this way, they create new knowledge, which forms the necessary qualities for faster socialization in the virtual society. Thus, digital art merges with STEAM education, where science and art are integrated, namely Science, Technology, Engineering, Arts and Mathematics. The purpose of the current study is to identify the possible impact of STEAM education on the formation of the creative and critical thinking among young people. The authors use various methods such as analysis of the content, historical and comparative approach. The results show that the digital art and STEAM education can give the youth knowledge about how the technology is created and then express themselves through the art, which leads us to the conclusion that the indeed can support the creative and critical thinking.


2019 ◽  
Vol 14 (2) ◽  
pp. 322-344
Author(s):  
Ezgi Pelin Yıldız ◽  
Ayşe Alkan ◽  
Metin Cengel

The developments in science and technology have led to changes in the expectations of countries from the future and the individuals. In the 21st century, focusing on innovative approaches in the education system has become compulsory to raise individuals who question, find rapid and effective solutions to problems and who could think scientifically. One of these approaches is Science, Technology, Engineering and Mathematics (STEM) training. The aim of this study is to evaluate the relationship between STEM and STEM sub-dimensions. The study group consists of 204 teacher candidates from different departments of the Faculty of Education of Sakarya University during the academic year 2018/2019. To collect data, the attitude scale for STEM and the sub-dimensions of STEM were used in the study. One-way ANOVA was used in this correlation for parametric tests. According to the results of the study, there is a positive and significant relationship between STEM and all STEM sub-dimensions based on the data collected from teacher candidates. Keywords: STEM, sub-dimensions, teacher candidates.  


2021 ◽  
pp. 146394912110514
Author(s):  
Sofie Areljung ◽  
Anna Günther-Hanssen

STEAM (science, technology, engineering, arts and mathematics) education is currently gaining ground in many parts of the world, particularly in higher stages of the educational system. Foreseeing a development of STEAM policy and research also in the early years, this colloquium seeks to bring questions of gendering processes to the table. The authors aspire to prevent the development of a gender-blind STEAM discourse for early childhood education. Instead, they encourage practitioners and researchers to make use of STEAM education to recognise and transcend gendered norms connected to children’s being and learning in the arts, STEM and STEAM.


2018 ◽  
Vol 10 (3) ◽  
pp. 46-57 ◽  
Author(s):  
Jin-Ok Kim ◽  
Jinsoo Kim

This article aims at developing an art-based STEAM educational program that would help elementary school students to develop their abilities to solve scientific problems and artistic sensibilities by using an educational robot. In addition, this article investigates whether the program could be applied in the field. In order to achieve the purpose of this article, ‘mobile' and ‘abstraction' were selected as the subjects of the activities and the STEAM educational program which allowed students to learn knowledge regarding science, technology and mathematics in a comprehensive manner through the course in order to experience and create works of art. Also, the level of satisfaction and effectiveness were confirmed by applying the program to the class targeting students in the 4th and 6th grades.


Author(s):  
Jeffrey M. Morris

The Department of Performance Studies at Texas A&M University is building a culture of innovation through strategic facility development, a focus on students sharing work through public performance, and interdisciplinary collaboration. The department has embraced the celebrated strengths of our university in STEM fields (Science, Technology, Engineering, and Mathematics) by developing interdisciplinary experiences and inspiring facilities (through technology and curriculum grants). These experiences contribute to the university at large by demonstrating how technology can connect with the human element and how technology impacts human expression. Students benefit by joining faculty in exploring the new and also rediscovering the traditional.


Author(s):  
Damon Cartledge

In this chapter, two issues are discussed that impact teaching and learning in technical and technology education. The issues are bound together by a concept of constructed knowledge and its inherent value. Knowledge constructed and operationalized in non–academic contexts is not well recognized in universities as having intellectual value. Developing knowledge that may be out of context from discipline homes can be misunderstood as lacking depth, when in fact they are highly complex arrangements of interdisciplinary constructed knowledge. The second issue is about how to conceptualize an educational structure in which this complex inter-disciplinary knowledge can be better recognized across educational divisions and strata. STEM (Science, Technology, Engineering, and Mathematics) is a well-established curriculum model that gives both clear definition/delineation (and cohesive purpose) to the interdependent discipline strands of the constructed knowledge under discussion. The chapter closes with an argument for a STE(A)M model, articulating the inclusion of an additional-alternative component for the Artist, Artisan, Artificer, Alchemist, Architect, and so forth, as a model to access, create, and re-value the construction of knowledge within universities of the 21st century.


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