STEM AND STEAM
Today’s education the hottest new keyword is STEM (science, technology, engineering, mathematics) .Understanding science and tech gives fresh graduates an advantage in their future life. it is natural for teachers and administrators to push for more funding for STEM projects that will prepare their students for the tech-heavy society that awaits them.
Some educators believe that the best course of action is to add an A to the acronym for the arts and turn it into STEAM (and some extend it even further to become STREAM, with an R for reading and writing).
STEM represents science, technology, engineering and maths. “STEAM” represents STEM plus the arts – humanities, language arts, dance, drama, music, visual arts, design and new media. STEAM investigates the same concepts, but does this through inquiry and problem-based learning methods used in the creative process.
Our aim with our course is to provide our teachers with the objectives stated below and to prepare them in the fastest way possible for the current age in education.
-To Identify the differences between STEM and STEAM.
-To Define learning objectives that integrate STEM and Art & Design subjects to increase student engagement in learning.
-To Connect and relate different subjects through creative STEAM activities, based on real-life and concrete experiences.
-To Build an authentic STEAM lesson.
-To Trust the importance of play, fun, and engagement in learning.
-To Incorporate art and design-related skills into the general learning environment and curriculum.
We also aim for our participants to gain;
-feel safe themselves to express innovative and creative ideas
-feel comfortable doing hands-on learning
take ownership over their learning
-work with others collaboratively
-understand the ways that science, maths, the arts, and technology work together
become curious about the world around them and feel empowered to change it for the better.
OUR COURSE PROGRAMME
1ST DAY Introduction to the STEM and STEAM framework
- Learn about the commons of the subjects
-Class management tactics –behavioral & interdisciplinary
- Review of previous examples of STEAM programs
- Developing Curriculum Maps
-Creation with STEM and STEAM
3RD DAY Reasoning for and how to create STEAM&STEM Teams for educators and students
- Examples of STEAM&STEM themes
-STEAM&STEM school events
4TH DAY Lesson plan creation/expansion based on benchmarks
-Analyze the essential elements for fostering a creative classroom environment
5TH DAY Discuss the role that culture plays in developing products that are creative and innovative in the STEAM Classroom
-Design lessons using specific strategies for teaching divergent thinking that will strengthen the creative skills of STEM and STEAM learners
6TH DAY Employ tools and resources that engage students in exploring creativity through
7TH DAY Explain why all individuals have the cognitive capacity for creative thought
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