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.
COVID-19 disrupted our lives and as learning went online we wondered how our students would cope, especially the girls who were anxious about math. Not all children thrived on remote learning, but it made a contribution, especially for those girls who were motivated to improve their math.
- By Karen Atkinson
Acer today announced updates to its Nitro and Predator Orion lines of gaming desktops, arriving in July. It’s also rolling out three new HDR gaming displays later this year.
Ed tech company BEGiN has acquired codeSpark. BEGIN is the maker of HOMER, a STEM learning system (for students age 0 to 6) focused on math, SEL and critical thinking. codeSpark is the producer of codeSpark Academy, a learn-to-code tool for students age 4 to 10.
BrainPOP has released BrainPOP Science, a new tool for grades 6–8 designed to help teachers navigate changes in “standards, assessments and learning environments” in science, engineering and technology.
Vernier Software & Technology has released several new teaching supplements and activities for middle school science.
Young people, with the right guidance, have the drive and passion to make a big impact on the world.
With so much material to wade through, finding the right STEM tools and products for young girls can be daunting. This excerpt from Amanda Sullivan's book Breaking the STEM Stereotype: Reaching Girls in Early Childhood will provide educators with examples of tools, games, and products currently available that can be used with girls as early as preschool to practice foundational STEM skills.
- By Amanda Sullivan
NVIDIA has entered into a three-year partnership with Boys & Girls Clubs of Western Pennsylvania (BGCWPA) to support the AI Pathways Institute, a program that exposes students to artificial intelligence and robotics education. The aim of the partnership, according to NVIDIA, is to expand access to the program “to more students, particularly those from underserved and underrepresented communities.”
A new initiative in Arizona will help disadvantaged students in high school and college take Amazon AWS certification exams.
- By Dian Schaffhauser
Intel will be supporting esports in high schools. The chipmaker has signed on as a sponsor with Generation Esports (GenE), a company that runs a competitive high school league, providing prizes, "loot crates" and promotion for the events. Tournament play will culminate in the $50,000 "Intel Winners Circle Tournament" this summer.
- By Dian Schaffhauser