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.
Total preK–12 public school enrollment in the United States declined 3% between fall 2019 and fall 2020, erasing a decade of steady growth, according to the National Center for Education Statistics’ 2022 edition of the annual Condition of Education report to Congress, which also showed that students are completing more advanced math courses and more science courses, and fewer students are dropping out before obtaining their high school diploma or GED.
Curriculum and assessment provider Amplify today announced it has acquired Desmos’ digital math curriculum and instructional technology, and said Desmos’ calculators will be spun off separately as Desmos Studios and will remain free to use.
Online school startup Camp K12 today announced it is making its Hatch Kids AR/VR and Metaverse creation platform for K–12 students free for use, along with supporting AR/VR curriculum models for educators and schools also at no cost.
A teacher in Iowa describes how he and other educators not trained in computer science have leveled up and completed training so they can teach the computer science courses being added to high schools across Iowa to meet a new state requirement that takes effect this fall.
A STEM coach shares how her district is engaging teachers and young students by making math relevant and fun using project-based learning in the classroom.
Louisiana Public Broadcasting has extended for another year its long-term partnership with digital learning platform Discovery Education, which allows public schools in the state to subscribe with the state picking up a portion of the cost.
Wisconsin high school senior Naleah Boys explains how fully virtual public school has helped her inch closer to her dreams of building rockets for NASA.
Schools participating in esports through digital curriculum provider STEM Fuse now have access to a program teaching students about custom apparel design, manufacturing, and retail, thanks to a new partnership with SquadLocker, the companies announced today.
Youth esports organization Vanta Leagues has announced it will expand its programming to include high school students beginning this fall, raising the maximum player age to 18 from 14, making Vanta’s free esports set-up guide and league organization structure accessible at no cost to high schools nationwide.
The Harbor Freight Tools for Schools Prize for Teaching Excellence awards $1.25 million to 20 outstanding skilled trades teachers and programs in U.S. public high schools.
In this guide, you will learn: Why Cisco invested in Zero Trust when remote work initially gained foothold, How Cisco Zero Trust facilitates stakeholder engagement & buy-in, The effects that integrating a Zero Trust security strategy will have on helpdesk and IT talent, The respective behavior of Zero Trust solutions both on-premises and within SaaS, What the Zero Trust deployment timeline looked like at Cisco.