Here you'll find articles and resources for STEM+Arts education, also known as STEAM. Topics include science, technology, engineering, math and arts education and range from research reports to feature articles to profiles of makerspaces to news about new STEAM and STEAM initiatives in schools.
A $15 reusable device for blocking pain; a portable CT scanner; and a device for reducing distracted driving. Those were the three winners in this year's "Making for Good Challenge," a competition run by toolmaker Stanley Black & Decker and education technology company Discovery Education through their joint "Innovation Generation" program.
In response to COVID-19-related school closures affecting more than 56 million students in the United States, STEM/STEAM education companies and other organizations have stepped forward to help educators reach students in virtual ways. (Updated June 11)
A listing of science resources organizations are offering for free in response to COVID-19-related school closures. (Updated June 8)
A listing of math resources organizations are offering for free in response to COVID-19-related school closures. (Updated June 8)
Children's early math success (as early as age 5) serves as a "predictor" for later success in both math and education. Yet there are structures and practices put in place in those early years, the authors of two new reports argue, that either "contribute significantly" to students' success and confidence with math or limit it.
An online public high school is planning for a free summer camp that delivers coding lessons in the morning for students and then runs esports lessons in the afternoon for those same students.
Two women, one a physicist and the other a designer, have launched a nonprofit initiative to help every student in middle school or high school envision the possibility of becoming a scientist. The "I Am A Scientist" project provides free "toolkits" to help teachers, families and young people themselves break down stereotypes about scientists while also introducing the students to various STEM fields.
Wonder Workshop, the education technology company that introduced Dash and Dot to classrooms, has developed a virtual world with a virtual robot for student access in remote classes.
Microsoft has compiled a hub of resources for helping teachers and families use Minecraft: Education Edition to teach students at home.
In the wake of recent world events a flood of federal funding has unleashed the power of digital learning. IT leaders now have a pressing obligation to ensure the security of both student data and school systems.