Classroom Resources

STEAM Classrooms: Creative Spark and Critical Rigour

The tech boom and a global skills shortage has redefined educational priorities over the past decade as STEAM industries grow.

<p>Rather than teach <em>Science&comma; Technology&comma; Engineering&comma; Arts&comma; and Mathematics<&sol;em> as separate subjects&comma; STEAM schools integrate these learning areas with real-world applications and project-based pedagogy&period; Each area alone encompasses a vast range of potential future pathways for students than schools can draw from in their project design—for instance&comma; engineering encompasses civil and chemical&comma; as well as electrical and mechanical&period; Teachers should refresh their understanding of all these different fields when they consider STEAM curriculum design&period;<&sol;p>&NewLine;<p><strong>Why build STEAM programmes into your curriculum&quest;<&sol;strong><&sol;p>&NewLine;<p>As well as helping to produce tomorrow&&num;8217&semi;s designers and engineers&comma; STEAM programmes help develop innovative mindsets&comma; critical thinking&comma; and problem-solving abilities that ensure our students become creators&comma; not just consumers&comma; regardless of their chosen field&period; STEAM learners become flexible thinkers&comma; and the emphasis STEAM programmes place on creative problem-solving develops thinking strategies that are not just useful in any future learning or career pathway&comma; but also appeal to most industries&period;<&sol;p>&NewLine;<p>STEAM-based teaching and learning exists to enrich existing subject areas with a more dynamic application of tools and technologies&period; A STEAM teaching mindset&comma; for example&comma; encourages the use of coding&comma; laser cutting&comma; and robotics into your History&comma; English&comma; or Arts classroom&period;<&sol;p>&NewLine;<p>And vice versa&comma; when thinking about science education&colon; &OpenCurlyDoubleQuote;Integrating arts activities can decidedly enliven the curriculum content&comma; make lesson outcomes more successful and interesting to both teachers and students&comma; and introduce powerful and inspired creative thinking into the teaching-learning process&comma;” note Sousa and Pilecki in <em>From STEM to STEAM&colon; Using Brain-Compatible Strategies to Integrate the Arts&period;<&sol;em><&sol;p>&NewLine;<p><strong>How to build a STEAM classroom<&sol;strong><&sol;p>&NewLine;<p>Constructing a STEAM classroom requires flexible&comma; adaptable furniture design that can cater to digital learning as well as hands-on activities required for arts and engineering projects&period;<&sol;p>&NewLine;<p>Modular tables and desks are useful for this reason and can even come with whiteboard surfaces that students may use to flex their creativity and brainstorm in groups&period; Schools can even take a STEAM approach to the design process by engaging 3D design apps that allow you to virtually configure and reconfigure your teaching spaces for different learning activities&period; These solutions mean teachers are encouraged to link the learning environment to their pedagogy&comma; building a STEAM classroom that is both artful and practical&period;<&sol;p>&NewLine;<p>Learning space design that facilitates a STEAM programme is how schools can maximise their students’ ability to thrive in their new STEAM curriculum&period; STEAM classrooms are designed to give students the tools they need to trial their ideas&comma; experiment with solutions&comma; and&comma; most importantly&comma; provide enough flexibility and variety for them to switch activities or try something else&excl;<&sol;p>&NewLine;<p>To cater to all the possibilities your STEAM programme holds&comma; classrooms should be created with multi-use in mind&period; Easy access to power points&comma; digital storage and charging capabilities&comma; as well as easy-to-clean art stations&comma; and computer or tablet devices for app integration&comma; allow for more seamless sessions of learning&period;<&sol;p>&NewLine;<p>International expert in the field of STEAM&comma; Professor Georgette Yakman told Associate Professor Zhao Hui Chen and Master Lu Xiaoting from Henan University&comma; in a 2016 interview on the development of information technology research&comma; that schools should take steps to increase the quality and depth of their STEAM outcomes&colon; &OpenCurlyDoubleQuote;To help STEAM achieve better results&comma; I recommend&colon; Each school should have a STEAM certified coordinator&period;<&sol;p>&NewLine;<p>&OpenCurlyDoubleQuote;As a course specialist&comma; application writer and community liaison&comma; these coordinators should be familiar with the interrelationships of education&comma; science&comma; technology&comma; engineering&comma; art&comma; mathematics&comma; and other disciplines&comma; such as career planning&comma; problem-based learning and curriculum integration&period;<&sol;p>&NewLine;<p>&OpenCurlyDoubleQuote;Purchasing equipment and design courses should have the vision of sustainable development&comma; both based on the actual situation of STEAM education&comma; but also to meet the future needs of STEAM education&period; In order to meet the needs of STEAM education&comma; to achieve the deep integration of information technology and STEAM education&comma; teaching methods such as the use of flip-class activities should be used&period;”<&sol;p>&NewLine;<p>For those unfamiliar with flip-class&comma; the &OpenCurlyQuote;Flipped Classroom’ is a blended learning model in which traditional ideas about classroom activities and homework are reversed&comma; or &OpenCurlyQuote;flipped’&period; In this model&comma; instructors have students interact with new material for homework first&period; It can provide a blank canvas for students to stimulate creativity and encourage unique innovation&comma; perfectly STEAM-appropriate&period;<&sol;p>&NewLine;

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