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STEAM Education = Theory and Practice /
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STEAM Education = Theory and Practice /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
STEAM Education/ edited by Myint Swe Khine, Shaljan Areepattamannil.
其他題名:
Theory and Practice /
其他作者:
Khine, Myint Swe.
面頁冊數:
IX, 188 p. 24 illus.online resource. :
Contained By:
Springer Nature eBook
標題:
Art education. -
電子資源:
https://doi.org/10.1007/978-3-030-04003-1
ISBN:
9783030040031
STEAM Education = Theory and Practice /
STEAM Education
Theory and Practice /[electronic resource] :edited by Myint Swe Khine, Shaljan Areepattamannil. - 1st ed. 2019. - IX, 188 p. 24 illus.online resource.
Inquiry, Investigative Processes, Art, and Writing in STEAM, Adam Stroud & Lawrence Baines -- Structuring STEAM Inquiries: Lessons Learned from Practice, Sarah Bush & Kristin Cook -- Creating a STEAM Map: A Content Analysis of Visual Art Practices in STEAM Education, Christine Liao -- Design Thinking Gives STEAM to Curriculum: A Framework for Integrating STEM and the Arts, Danah Henriksen, Rohit Mehta & Swati Mehta -- Effect of Makerspace Professional Development Activities on Elementary and Middle School Educator Perceptions of Integrating Technologies with STEM, Jennifer Horner Miller -- The Emergence of the Creativity in STEM: Fostering an Alternative Approach for STEM Instruction through the use of the Arts, Michael Marmon -- Designing a Rhetoric of Aesthetics: the (often) Forgotten Link between Art and STEM: Framing Theory and Practice, Rohit Mehta, Sarah Keenan, Danah Henriksen & Punya Mishra -- Moving Towards Transdisciplinary Instruction: A Longitudinal Examination of STEAM Teaching Practices, Cassie F. Quigley, Dani Herro & Abigail Baker -- Multidisciplinary Group Composition in the STEAM Classroom, John Sundquist.
This book looks at the value of integrating the arts and sciences in the school curriculum. It argues that this will help students further their understanding of analytical concepts through the use of creativity. The authors illustrate how schools can work towards presenting common practices, concepts, and content. Coverage features case studies and lessons learned from classrooms across the United States. The notion of STEAM (Science, Technology, Engineering, Arts, and Mathematics) is an emerging discipline unique in its desire to provide a well-rounded approach to education. The chapters of this volume examine STEAM in a variety of settings, from kindergarten to higher education. Readers will learn about the practical considerations involved when introducing the arts and creativity into traditionally left brain processes. This includes best practices for creating and sustaining successful STEAM initiatives in any school, college, or university. For instance, one chapter discusses novel approaches to teach writing with the scientific method in order to help students better present their ideas. The authors also detail how the arts can engage more diverse learners, including students who are not traditionally interested in STEM subjects. They provide three concrete examples of classroom-tested inquiries: designing a prosthetic arm for a child, making a paleontology investigation, and taking a closer look at the arts within roller coaster engineering. This book is an invaluable resource for teachers and teacher trainers, university faculty, researchers, and school administrators. It will also be of interest to science, mathematics, engineering, computer science, information technology, arts and design and technology teachers.
ISBN: 9783030040031
Standard No.: 10.1007/978-3-030-04003-1doiSubjects--Topical Terms:
1179362
Art education.
LC Class. No.: NX280-410
Dewey Class. No.: 700.71
STEAM Education = Theory and Practice /
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Inquiry, Investigative Processes, Art, and Writing in STEAM, Adam Stroud & Lawrence Baines -- Structuring STEAM Inquiries: Lessons Learned from Practice, Sarah Bush & Kristin Cook -- Creating a STEAM Map: A Content Analysis of Visual Art Practices in STEAM Education, Christine Liao -- Design Thinking Gives STEAM to Curriculum: A Framework for Integrating STEM and the Arts, Danah Henriksen, Rohit Mehta & Swati Mehta -- Effect of Makerspace Professional Development Activities on Elementary and Middle School Educator Perceptions of Integrating Technologies with STEM, Jennifer Horner Miller -- The Emergence of the Creativity in STEM: Fostering an Alternative Approach for STEM Instruction through the use of the Arts, Michael Marmon -- Designing a Rhetoric of Aesthetics: the (often) Forgotten Link between Art and STEM: Framing Theory and Practice, Rohit Mehta, Sarah Keenan, Danah Henriksen & Punya Mishra -- Moving Towards Transdisciplinary Instruction: A Longitudinal Examination of STEAM Teaching Practices, Cassie F. Quigley, Dani Herro & Abigail Baker -- Multidisciplinary Group Composition in the STEAM Classroom, John Sundquist.
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This book looks at the value of integrating the arts and sciences in the school curriculum. It argues that this will help students further their understanding of analytical concepts through the use of creativity. The authors illustrate how schools can work towards presenting common practices, concepts, and content. Coverage features case studies and lessons learned from classrooms across the United States. The notion of STEAM (Science, Technology, Engineering, Arts, and Mathematics) is an emerging discipline unique in its desire to provide a well-rounded approach to education. The chapters of this volume examine STEAM in a variety of settings, from kindergarten to higher education. Readers will learn about the practical considerations involved when introducing the arts and creativity into traditionally left brain processes. This includes best practices for creating and sustaining successful STEAM initiatives in any school, college, or university. For instance, one chapter discusses novel approaches to teach writing with the scientific method in order to help students better present their ideas. The authors also detail how the arts can engage more diverse learners, including students who are not traditionally interested in STEM subjects. They provide three concrete examples of classroom-tested inquiries: designing a prosthetic arm for a child, making a paleontology investigation, and taking a closer look at the arts within roller coaster engineering. This book is an invaluable resource for teachers and teacher trainers, university faculty, researchers, and school administrators. It will also be of interest to science, mathematics, engineering, computer science, information technology, arts and design and technology teachers.
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