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 nonprofit pursuing the goal of helping prepare 100,000 teachers to teach STEM subjects in American classrooms by 2021 recently issued a report on 10 trends for 2020, placing diversity challenges at the top of the list.
The Future Engineer program funds computer science courses at more than 2,000 high schools, according to Amazon. The goal is to support students in underserved and underrepresented communities.
Students attending schools that belong to the High School Esports League (HSEL) will be eligible for "For the Gamers" scholarships being granted by eFuse. So far, slightly more than $200,000 have been donated, almost all of that by eFuse, which operates a social network for esports and video games.
The number of opportunities in esports has nearly doubled year over year.
When we discuss STEM education, it's easy to focus on acts of teaching and learning. But if our vision of STEM is only confined to the classroom, we risk ignoring a large portion of what the true essence of STEM education is all about. It is more than just a collection of subjects taught in isolation. In its truest form, STEM is a state of mind: a practice of critical thinking and problem-solving that learners engage in throughout life.
Discovery Education and Siemens have opened the 2020 Possibility Grant Sweepstakes, which will award $10,000 to one educator that can be used for “a science lab makeover and/or STEM-related equipment, supplies, or technology.”
Six school systems have announced the introduction of esports teams in the last month.
PlayVS and Epic Games are launching a Fortnite league for high school and college. In response, at least one state has nixed the playing of varsity Fortnite in high schools because the game's weaponry includes guns.
An education technology company that produces a virtual robotics platform to help middle schoolers learn coding and robotics basics has released a sequel to its original set of curricula.
After 10 years of investment, it’s time to re-evaluate and chart a new way forward.