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.
Wacom has added one of its Intuos tabets to its lineup of graphics tablets that are certified compatible with Chrome OS devices.
Flinn Scientific has updated its Science2Go digital learning solution designed for both remote and classroom learning for middle school and high school. The updates focus on biology, chemistry, environmental science and physics and include new labs, assessments and videos, as well as enhanced functionality for teachers.
Vernier Software & Technology has released an update to its Video Analysis app and also launched a new accompanying ebook designed for physics classes.
Verizon Innovative Learning announced it’s bringing two of its STEM programs, both for middle school students.
COVID-19 disrupted our lives and as learning went online we wondered how our students would cope, especially the girls who were anxious about math. Not all children thrived on remote learning, but it made a contribution, especially for those girls who were motivated to improve their math.
Acer today announced updates to its Nitro and Predator Orion lines of gaming desktops, arriving in July. It’s also rolling out three new HDR gaming displays later this year.
Ed tech company BEGiN has acquired codeSpark. BEGIN is the maker of HOMER, a STEM learning system (for students age 0 to 6) focused on math, SEL and critical thinking. codeSpark is the producer of codeSpark Academy, a learn-to-code tool for students age 4 to 10.
BrainPOP has released BrainPOP Science, a new tool for grades 6–8 designed to help teachers navigate changes in “standards, assessments and learning environments” in science, engineering and technology.
Vernier Software & Technology has released several new teaching supplements and activities for middle school science.
Young people, with the right guidance, have the drive and passion to make a big impact on the world.
Building an equitable, efficient and effective technology ecosystem requires intention and precision. Technology teams juggle budget management, existing tech ecosystems and exploring new solutions, making it challenging to navigate a noisy marketplace to find the best solutions for their educators and students.