STEAM fields

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STEAM fields are science, technology, engineering, and typically either art[1] and mathematics, or applied mathematics[2]. STEAM is designed to integrate STEM subjects into various relevant disciplines in education. These programs aim to teach students to think critically and have an engineering or technology and imaginitive, design, or creative approach towards real-world problems while building on students mathematics and science base.[3] STEAM programs add art to STEM curriculum by drawing on design principles and encouraging creative solutions.[3][4][5][6]

History[edit]

One early founder of the STEAM initiative is Georgette Yakman,[who?] who in addition to raising the idea of adding the arts to the STEM acronym, claims to have found a formal way to link the subjects together and correspond them to the global socioeconomic world: "Science and Technology, interpreted through Engineering and the Arts, all based in elements of Mathematics."[citation needed] She provides professional development training to individual educators and programs on how to use the STEAM framework.[citation needed] In 2009, Senator Mark Warner announced Yakman's nomination as NCTC’s STEAM Teacher of the Year 2009.[7][8]

The international founder of the STEAM acronym,[citation needed] American Lisa La Bonte, CEO of the Arab Youth Venture Foundation based in the United Arab Emirates, created high profile public STEAM programs in 2006/2007 having added an A for 'inspired STEM', with the A standing for Aeronautics,[citation needed] Aviation,[citation needed] Astronomy,[citation needed] Aerospace,[9] Ad Astra![citation needed] and using all things "air and space"[citation needed] as a hook for youth to embark on greater experimentation, studies, and careers in the region's burgeoning space related industries. One of AYVF's best-known programs,[citation needed] "STEAM@TheMall" served over 200,000[ambiguous] its first two years at the most popular shopping malls,[citation needed] provided free weekend activity stations such as Mars robotics, science experiments, SkyLab portable planetarium, art/design, and creative writing.[citation needed] In 2008, Sharjah Sheikha Maisa kicked off the "Design booth for youth for Al Ain Summer S.T.E.A.M. funded by the Foundation created by the Crown Prince of Abu Dhabi".[not in citation given][10] In 2010, the American Association of Arts & Sciences (AAAS) included a chapter on AYVF's most popular STEAM program in its book, "Building Mathematical and Scientific Talent in the Broader Middle East and North Africa (BMENA) Region".[not in citation given][9]

Examples[edit]

  • A joint resolution was introduced in the United States House of Representatives expressing the sense that adding art and design into Federal programs that target the STEM fields encourages innovation and economic growth in the United States.[11] John Maeda co-hosted the kickoff briefing of the bipartisan Congressional STEAM Caucus.[12]
  • Sesame Street's 43rd season continues to focus on STEM, but finds ways to integrate arts. They state: "This helps make learning STEM concepts relevant and enticing to young children by highlighting how artists use STEM knowledge to enhance their art or solve problems. It also provides context for the importance of STEM knowledge in careers in the arts (e.g. musician, painter, sculptor and dancer)."[13][14]
  • The Rhode Island School of Design has a STEM to STEAM program and maintains an interactive map that shows global STEAM initiatives. Relevant organizations are able to add themselves to the map. John Maeda, (2008 to 2013 president of Rhode Island School of Design) has been a leader in bringing the initiative to the political forums of educational policy.
  • Wolf Trap's Institute of Education, as part of a $1.5 million Department of Education grant, trains and places teaching artists into preschool and kindergarten classrooms. The artists collaborate with the teachers to integrate math and science with the arts.[15]
  • The University of Florida created an infographic to show the benefits of both STEM (left brain) and STEAM (right brain) functions.[not in citation given][14]
  • The toy lineup of MGA Entertainment's Project Mc² based on the original series on Netflix produced by AwesomenessTV, a division of DreamWorks Animation and the doll lineup such as McKeyla McAlister, Adrienne Attoms, Bryden Bandweth and Camryn Coyle and other toys.

Children's Books[edit]

  • Rosy Revere Engineer[16] - A little girl perseveres to become an inventor.
  • What Do You Do With An Idea[17] - This is the story of one brilliant idea and the child who helps to bring it into the world.

See also[edit]

References[edit]

  1. ^ "STEAM Rising: Why we need to put the arts into STEM education". Slate. Retrieved 2016-11-10. 
  2. ^ "Virginia Tech and Virginia STEAM Academy form strategic partnership to meet critical education needs". Virginia Tech News. 31 July 2012. 
  3. ^ a b Jolly, Anne. "STEM vs. STEAM: Do the Arts Belong?". EdWeek.org. Education Week: Teacher. Retrieved 6 September 2016. 
  4. ^ Pomeroy, Steven Ross. "From STEM to STEAM: Science and Art Go Hand-in-Hand". blogs.scientificamerican.com. Scientific American. Retrieved 17 November 2016. 
  5. ^ Eger, John. "National Science Foundation Slowly Turning STEM to STEAM". www.huffingtonpost.com. Huffington Post. Retrieved 17 November 2016. 
  6. ^ "STEAM learning matters. Science, Technology, Engineering, Arts and Mathematics". www.cbs8.com. CBS News. Retrieved 17 November 2016. 
  7. ^ "About Us". STEAM Education. Retrieved 7 March 2015. 
  8. ^ "Georgette Yakman". Academia.edu. Retrieved 7 March 2015. 
  9. ^ a b >Lisa LaBonte (2010). "Microsoft Word - Lisa LaBonte Final to Ann" (PDF). Retrieved 2017-09-20. 
  10. ^ https://ayvf.blogspot.com/2008/05/ayvf-receives-prestigious-award-from_29.html
  11. ^ "H. RES. 51 House of Representatives Joint Resolution" (PDF). 113th Congress, 2013–2015. 2012. Retrieved 2013-03-15. 
  12. ^ "Congressional Brief Event". stemtosteam.org. 2012. Retrieved 2016-01-07. 
  13. ^ Maeda, John. "STEM to STEAM: Art in K-12 Is Key to Building a Strong Economy". Edutopia. Edutopia. 
  14. ^ a b "STEM + A = STEAM: When art meets science, technology, engineering and math". Sesameworkshop.org. Sesame Workshop. Retrieved 7 March 2015. 
  15. ^ Chen, Kelly; Cheers, Imani. "STEAM Ahead: Merging Arts and Science Education". PBS News Hour. PBS. Retrieved 7 March 2015. 
  16. ^ Beaty, Andrea (2013). Rosy Revere Engineer. NY, NY: Harry N. Abrams. p. 1. ISBN 1419708457. 
  17. ^ Yamada, Kobi (2014). What Do You Do With An Idea. Seattle, WA: Compendium, Inc. p. 1. ISBN 1938298071. 

External links[edit]