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.
The Innovation Academy will work with the Georgia Institute of Technology’s Center for Education Integrating Science, Mathematics and Computing in creating a STEM-focused curriculum that uses project-based and team learning, portfolios, certifications, business mentorships and student-created applications and products.
The program includes STEAM curricula (for grades 4 through introductory college courses), robotic telescopes with photo capture functionality and access to a private virtual clubhouse for sharing observations.
The New Jersey Institute of Technology, which opened its first computer lab some 65 years ago, welcomed 700 students to participate in its annual New Jersey Science Olympiad. Participants competed in teams on 19 activities designed to test their STEM skills.
According to a study from LinkedIn, the most in-demand job skills in 2017 included cloud computing, statistical analysis and app development. What do these skills have in common? They all incorporate STEM.
An Austin-based consortium with an interest in education technology is seeking funding to launch programs for young people in jail, explore topics such as substance abuse and suicide and help teens learn about careers.
Both students and coaches on teams that belong to the North America Scholastic Esports Federation can take advantage of free online coaching for League of Legends later this month. NASEF's training is part of its "Scholastic Esports Academies."
LEGO Education has started shipping SPIKE Prime, a hands-on classroom robotics and coding system for middle school.
The Educators of American Micro-Grant Program is awarding educators $250 to $5,000 for classroom technology to support student success. The organization reviews micro-grant applications on a quarterly basis (in January, April, July and October).
A new report noted that young women have "many opportunity windows"during which the intervention of role models, particular kinds of messaging, involvement in engineering activities and the use of student-centered learning "can have a significant impact on her choices and persistence."
A college in New Jersey hosted 300-plus girls this week for an inaugural coding challenge. The New Jersey Institute of Technology invited in middle and high schoolers from 25 schools to participate in a first-ever coding-based competition. All are part of after-school "Girls Who Code" clubs.
The pandemic and resulting seismic shifts in school models opened the eyes of many to see technology use through a new lens. Now, armed with these experiential sightlines, many K-12 teachers, principals, administrators, and staff are investigating how to more effectively use technology resources to drive greater efficiency and effectiveness, including in teaching and learning.