STEM/STEAM: Science, Technology, Engineering, Math and the Arts
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.
Once again this school year, schools will be ramping up robotics programs and opening more makerspaces, according to the latest report from the New Media Consortium and the Consortium for School Networking.
The Arkansas Department of Education and Facebook are expanding an existing partnership to bring VR education to all of the state’s public high schools.
Graspable essentially allows students to rearrange terms on the screen to solve math equations, recording and sharing all of the steps they take to arrive at their answer with the teacher.
3D printer manufacturer XYZprinting is launching a first of its kind: a fused filament fabrication 3D printer that offers full CMYK printing by incorporating inkjet printing into the build process.
Ahead of the Force Friday II global event this week, littleBits released a new kit that gives kids step-by-step instructions on how to build a droid fit for the Star Wars universe.
The international association of teachers, administrators, ed tech specialists and other education stakeholders offers its top five predications for the 2017-2018 school year.
Initially, the Kahoot! Studio will include a math collection that aligns to Common Core standards in algebra, fractions and geometry, which teachers can edit if needed to match specific standards or needs.
SeaPerch outfits teachers and students with resources to build an underwater remotely-operated vehicle (ROV) in an in-school or after-school setting. Students build the ROV from a kit comprised of low-cost, easily accessible parts, following a curriculum that teaches basic engineering and science concepts with a marine engineering theme.
- By Dian Schaffhauser
The growing importance of STEM education is one of the major growth drivers for the K–12 game-based learning market, according to research from Technavio.
Now, games are aligned with Texas Essential Knowledge and Skills and the Georgia Performance Standards for middle school.