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.
With a $250,000 grant from the Tides Foundation Unity Charitable Fund, Rotu Entertainment has created the Harmony Program in a year-long initiative to travel to under-resourced K–12 schools across the United States to help implement music education.
The United States Patent and Trademark Office (USPTO) has contracted with Second Avenue Learning to launch EquIP HQ, a free K–12 platform for teachers and students to learn how to invent solutions to real-world problems using STEM and STEAM skills. The grade-level, standards-based program takes learners through design, prototypes, tests, improvements, and the intellectual property rights patent process.
One state leads the nation on the number of students participating in robotics competitions, and it’s probably not the state you’d guess. Indiana’s robotics initiative reaches about 20,000 students each year, with higher levels of diversity than STEM fields usually see — and all that on an annual budget of under $200K.
THEJournal.com editor and podcast host Kristal Kuykendall visits with REC Foundation CEO Dan Mantz, who explains the foundation’s recent adjustments to its mission and vision, the addition of curriculum and competitions for drones and automation, and all the ways that the REC Foundation programs are helping prepare the workforce of tomorrow.
Japanese global biopharmaceutical company Takeda and ed tech company Discovery Education have partnered to offer health equity and STEM education topics to students, educators, and families in grades 6 through 8 free of charge through the Better Health in Action: From Classroom to Community initiative, to interest students in health equity careers.
Two eighth-grade students in the Grove City (PA) Middle School have garnered a product license for their invention following completion of Inventionland’s K–12 Innovation Curriculum course and winning both their middle school and regional contests. The course, which Inventionland describes as a “cross-discipline STEAM toolbox,” uses the same proprietary nine-step invention process the company follows in its own commercial applications.
The Cybersecurity and Infrastructure Security Agency (CISA) and the Cyber Innovation Center (CIC) in Louisiana, along with Louisiana Governor John Bel Edwards, have announced the expansion of Cyber.org’s new virtual lab environment, Cyber.org Range, available to teach cybersecurity skills to all K–12 students nationwide free of cost through a Cybersecurity Education and Training Assistance Program (CETAP) grant.
Google for Education has released the first report from a massive, two-year study considering the role of education in a “radically different future,” and what that might look like, focusing on big-picture themes seen as most likely to impact education and the future workforce in the coming years and decades.
Digital K–12 curriculum provider STEM Fuse and game and animation developer Construct have released the latest in a series of career and technical education curricula: GAME:IT Advanced, which is recommended for grades 10–12 and uses the Construct 3 platform to teach coding through game design.
Educators and instructional technology experts Michael Jaber and Charley Suter describe the “endless” ways that ClassVR virtual reality headsets can help educators get students excited about learning — and share some incredible and surprising ways they are using ClassVR in schools, particularly for special education students, students with autism, and those with limited mobility. Listen now at THEJournal.com or on your favorite podcast platform.