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.
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.
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.
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.
Beginning July 1, public schools will be eligible to apply for one of 20 mini-grants designed to promote STEAM education.
LEGO Education, the education arm of the toy company, has launched free professional development, to help teachers learn how to embed play and hands-on learning into their STEAM lessons.
A company has begun publishing online courses to help students learn about artificial intelligence. AI World School, launched by a company that produces robotics products for education, has developed a set of classes appropriate for three age ranges: 7 to 10, 11 to 13 and 14 and older.
A Canadian company that has created a kit to help students do climate projects" has found a distributor that will make it available in other countries too. InkSmith has signed a global distribution agreement to sell its Climate Action Kit with Farnell, which distributes electronic components.
In response to the pandemic, schools very rapidly deployed technologies for teaching, learning, and collaborating in an online or hybrid environment. They also developed the capacity of teachers and students to use all these tools. But now what should their plan be moving forward?