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.
Competitive student robotics are back in business. On Saturday, Apr. 25, 2020, the Robotics Education and Competition (REC) Foundation will be broadcasting a fantasy robotics competition on YouTube. Competitors will be virtually generated using past match results from the VEX IQ Challenge Squared Away and VEX Robotics Competition Tower Takeover world championships, with the winners of the new tournament recognized during the "VEX Virtual Worlds Celebration."
A Missouri college will shortly be running its first open esports tournament. That will take place online between May 1 and 3, 2020 and be hosted by Crowder College, a two-year community college serving nine counties in the state. The event will feature one-on-one competitions with Super Smash Brothers Ultimate on Nintendo Switch. The semi-finals and finals will be live-streamed on May 3.
Research from the NWEA has projected that current school closures could, indeed, result in major declines in student learning. The preliminary estimates found that math would take a bigger hit than reading, and that some students could return in the fall with less than 50 percent of the typical learning gains.
The College Board has teamed up with Amazon Future Engineer to donate 4,000 laptop computers to students who want to access Advanced Placement Computer Science courses and can't because they lack a device at home to take the exams. Students receiving the donated laptops will get to keep them to support their educational journey beyond the COVID-19 outbreak.
To help students and educators keep their gaming edge sharpened during coronavirus, the North America Scholastic Esports Federation has launched "Community Club." Each day during the week, the nonprofit is running online, interactive sessions on topics of interest to young gamers and the adults who coach them.
Two Ohio organizations are working with the North America Scholastic Esports Federation and the Samueli Foundation to form the Ohio Scholastic Esports League Collaborative. The goal: to give students access to NASEF's scholastic esports platform, provide competitive opportunities for student teams and provide a framework for high schools to create esports career pathways.
In response to the COVID-19 outbreak and the resulting disruption in millions of K–12 students’ music education, TrueFire Studios is now offering 90 days free through its two online platforms: TrueFire and JamPlay. The K–12 Assistance Program is open to all schools and education programs disrupted by the COVID-19 outbreak.
When choosing STEM tools for girls, it is important to choose tools that engage girls in active problem-solving, hands-on learning, building and engineering.
Teachers with a focus on STEAM turn to social media and websites in great numbers to augment their lessons and for professional development.
The Strengthening Career and Technical Education for the 21st Century Act (Perkins V) was signed into law in 2018 to provide funding for career and technical education (CTE) programs for young people and adults.