Content
STEAM of course focuses on science, technology, engineering, art, and math. A key component, however, is that STEAM is an integrated approach in which students explore and use 2, 3 or all 4 of these content areas at the same time.
Processes
How STEAM is taught is as important as what is taught. STEAM learning is very active and hands-on. It is problem and inquiry-based with an emphasis on longer-term project-based learning. Authenticity and relevancy of the learning experience promotes a high-level of student engagement, and keeps the learning truly student-centered.
Learning Traits
This STEAM learner profile includes persistence, curiosity, respectfulness, effort, the ability to work well with others, and a desire for continual improvement.
Stimulate student interest in real-world learning through exploration and introduction to foundational STEAM experiences
Begin introduction to role-models in STEAM careers and fields
Provide a teaching and learning environment in which content and skills of science, technology, engineering, arts, and mathematics (STEAM) are integrated using the Nevada Academic Content Standards
Incorporate the design thinking process, a strategy for integrating problem solving into classrooms, schools, and the workplace
Provide STEAM programming in a variety of settings, along with extended learning opportunities
Explore and introduce foundational STEAM experiences that enhance student interest in real-world learning
Introduce students to a variety of STEAM careers and fields
Provide a teaching and learning environment in which content and skills of science, technology, engineering, art, and mathematics (STEAM) are integrated using the Nevada Academic Content Standards
Incorporate the design thinking process, a strategy for integrating problem solving, into classrooms, schools, and the workplace
Provide STEAM programming in a variety of settings, along with extended learning opportunities
FOSS is a research-based science curriculum for grades K-8. Science is a creative enterprise, made active by our capacity to think. Scientific knowledge advances when scientists observe phenomena, think about how they relate to what is known, test their ideas in logical ways, and generate explanations that integrate the new information into understanding of the natural and designed worlds. Engineers apply that understanding to solve real-world problems. Thus, the scientific enterprise is both what we know (content knowledge) and how we come to know it (science practices). Science is a discovery activity, a process for producing new knowledge.
The best way for students to appreciate the scientific enterprise, learn important scientific and engineering concepts, and develop the ability to think well is to actively participate in scientific practices through their own investigations and analyses. The FOSS Program was created specifically to provide students and teachers with meaningful experiences through engaging with this active participation in scientific practices. For more information on FOSS, go to https://www.fossweb.com/for-families.
Every lesson begins with a Mystery that hooks your students. It is narrated through images and videos and timed out with opportunities for discussion. Every lesson concludes with simple hands-on activities designed to use supplies you already have (or are easy to get).
Hands-on supplement — lead students in the doing of science and engineering.
NGSS-aligned and Common Core — make the transition to the Next Generation Science Standards and support Common Core.
Remote learning — easily share lessons that are perfect for distance science learning.
For more information go to https://mysteryscience.com.
Creates a More Engaged Environment
Technology helps encourage active participation in classrooms. Using devices like a computer, tablet, or other type of technology during instruction can help turn traditionally 'dull' subjects into interactive and fun activities.
Incorporates Different Learning Styles
Each child is different, and it is essential to adjust learning to fit every student. Instructional software programs we use differentiates our instruction based on the individual needs. For example, it will automatically scaffold content to a learner needing to revisit a standard and excel a student needing to push forward deeper into that standard.
Improves Collaboration
We have seen an increase in students helping each other and the teacher, when they’re using technology in the classroom or during instruction. Many technology-based tasks involve other aspects, and this leads to situations where students need to seek help from their peers or the teacher. Additionally, when students are assigned to small groups, the students who are more technologically advanced can assist their inexperienced peers.
At McCaw we utilize coding, robotics and green screen to name a few to add variation and enhanced engagement to lessons.
K-1st grade utilize Dash and Dot to support standards based instruction, https://www.makewonder.com
2nd and 3rd grade utilize Ozobots, https://ozobot.com
4th and 5th grade utilize Sphero, https://sphero.com
Student Clubs work within the VEX Robotics System, https://www.vexrobotics.com/
The engineering design process removes the stigma from failure; instead, failure is an important part of the problem-solving process and a positive way to learn. It is equally important that there’s no single “right” answer in engineering; one problem can have many solutions. When classroom instruction includes engineering, all students can see themselves as successful. Hands-on, project-based learning is the essence of engineering. As groups of students work together to answer questions like, “How large should I make the canopy of this parachute?” or, “What material should I use for the blades of my windmill?” they collaborate, think critically and creatively, and communicate with one another. For more information on EiE go to https://eie.org/eie-curriculum.
To survive in today’s world, it’s imperative for students to become innovators able to think both critically and creatively. Bringing the Arts to STEM allows students to remember the creative juices that come with the smell of a Crayola Crayon, the engagement of Tinker Toys, and the creation of that first Easy Bake Oven. It is the STEAM that allows students to not just be technology consumers, but technology creators! Proper infusion of the Arts will create a STEAM culture that engages and promotes intrinsic learning. In the space below I have included some sites that may just allow educators to integrate the Arts, allowing STEM to become STEAM!
While art is vital as a stand alone subject, it is also nice to incorporate with STEM to give students experiences with STEAM lessons. You can maintain the importance of art but also share with your students that art is everywhere and flows naturally with other areas.
MATHEMATICS CORE:
enVision MATH
Math taught today is probably very different than your math classes in school or the way you learned math. It is not that one way is better than the other, the key is the expectations that are being put on our students today. Today's world has many challenges and problems that need to be solved. Our students will be the ones who will have to solve these problems and most careers will require strong problem-solving skills. To address this new challenge, we must prepare our students to be thinkers and problem-solvers and really UNDERSTAND math. Math has been traditionally taught as "math facts" and formulas. Students were taught just to memorize math facts and one specific way of calculating or solving a math problem. The trouble with this type of instruction was that many of us never really understood the math we were doing. We just memorized and solved the problem as the teacher told us to. Today, the expectations of students are much greater. Today's standards and assessments are requiring students to solve much more complex problems. To solve complex problems, students must understand math concepts and have numerous strategies for solving difficult problems. Memorizing facts and one strategy may not help solve the complex problems students may face on state assessments and even in life. enVision Math is created to build math understanding from kindergarten to 12th grade. Yes, what your student is doing in math may not be familiar and you may not totally understand everything they are doing. Please be assured there is a good reason the students are doing what they are doing. Building multiple strategies and a deep understanding of numbers is how students will become great math problem solvers. We hope you will do your part in helping your student gain this important understanding, even though it may sometimes be difficult and different from your math experience.
MATHEMATICS SUPPORT PROGRAMS:
ST MATH MIND RESEARCH
McCaw utilizes ST Math, a game-based instructional software for K-5 and secondary intervention, and is designed to boost math comprehension and proficiency through visual learning. The ST Math software games use interactive, graphically-rich animations that visually represent mathematical concepts to improve conceptual understanding and problem-solving skills. For more information on ST MATH go to https://www.stmath.com.
EXACT PATH:
Meets students where they are! Exact Path can quickly close discrete skill gaps and propel learning with an adaptive and individualized learning path. It is used to diagnose specific strengths and needs, remediate the first signs of struggle, and analyze data to drive targeted tiered instruction.