STEAM Education: Theory and Practice
Editat de Myint Swe Khine, Shaljan Areepattamannilen Limba Engleză Hardback – 14 feb 2019
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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Specificații
ISBN-13: 9783030040024
ISBN-10: 303004002X
Pagini: 192
Ilustrații: IX, 188 p. 24 illus.
Dimensiuni: 155 x 235 x 18 mm
Greutate: 0.47 kg
Ediția:1st ed. 2019
Editura: Springer International Publishing
Colecția Springer
Locul publicării:Cham, Switzerland
ISBN-10: 303004002X
Pagini: 192
Ilustrații: IX, 188 p. 24 illus.
Dimensiuni: 155 x 235 x 18 mm
Greutate: 0.47 kg
Ediția:1st ed. 2019
Editura: Springer International Publishing
Colecția Springer
Locul publicării:Cham, Switzerland
Cuprins
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.
Notă biografică
Dr Myint Swe Khine is a Professor and Chair of Assessment and Evaluation Centre, Emirates College for Advanced Education, United Arab Emirates and Adjunct Professor at the Science and Mathematics Education Centre, Curtin University, Perth, Australia. He obtained Master degrees from the University of Southern California, Los Angeles, USA and University of Surrey, Guildford, UK, and Doctor of Science Education from Curtin University, Australia. Before joining ECAE, he worked at the National Institute of Education, Nanyang Technological University in Singapore. He has published widely and edited books on science education. Recent book Visual-spatial Ability in STEM Education: Transforming Research into Practice (2017) is published by Springer in Switzerland.
Dr Shaljan Areepattamannil holds a Ph.D. in Education from Queen’s University at Kingston, Ontario, Canada. He is currently an Assistant Professor in the Division of Curriculum and Instructional Technology at Abu Dhabi Government’s Emirates College for Advanced Education (ECAE). Prior to joining ECAE, Dr Shaljan was a research scientist in the Office of Education Research and an Assistant Professor in the Division of Curriculum, Teaching and Learning at the National Institute of Education, Nanyang Technological University, Singapore. Previously, he served as a teaching fellow in quantitative methods in the Faculty of Education at Queen’s University. His research interests primarily revolve around the role of psychology in STEAM education.
Dr Shaljan Areepattamannil holds a Ph.D. in Education from Queen’s University at Kingston, Ontario, Canada. He is currently an Assistant Professor in the Division of Curriculum and Instructional Technology at Abu Dhabi Government’s Emirates College for Advanced Education (ECAE). Prior to joining ECAE, Dr Shaljan was a research scientist in the Office of Education Research and an Assistant Professor in the Division of Curriculum, Teaching and Learning at the National Institute of Education, Nanyang Technological University, Singapore. Previously, he served as a teaching fellow in quantitative methods in the Faculty of Education at Queen’s University. His research interests primarily revolve around the role of psychology in STEAM education.
Textul de pe ultima copertă
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.
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.
Caracteristici
Develops readers understanding about the status and approaches to STEAM education
Connects arts and sciences for teachers and students to engage in work that integrates disciplines
Explores how design thinking provides a framework that STEM teachers can use in their own curricular design.
Includes case studies, lessons learned, classroom-tested examples, and practical tips
Connects arts and sciences for teachers and students to engage in work that integrates disciplines
Explores how design thinking provides a framework that STEM teachers can use in their own curricular design.
Includes case studies, lessons learned, classroom-tested examples, and practical tips