EDST2140 STEAM project

Introduction

STEAM is essential as it assists tutors to incorporate the multiple disciplines at a similar time and it helps in promoting learning skills and experiences among children. Besides this, it enables children to question, explore, research, exercise, and discover innovative building abilities in a better manner. The STEAM project helps children in learning various subjects and understands how this will be useful in their future career growth. The main purpose of this assignment is to analyzing and planning a STEAM educational project for young children in their early years. Along with this, it describes the use of digital technologies in the project as well.

PART A

Planning STEAM Project

The STEAM project is based on the learning of science, technologies, engineering, arts, and mathematics for younger children age 3-8 years. The purpose of the STEAM project is to develop an understanding of the various scientific, technological, engineering, arts, and mathematical situations using the interesting approach which makes the younger children understand the higher educational references which will be useful for successful entrepreneurship in the future. The project will focus on the needs, interests, and understanding of the younger children for the better achievement of the efforts made using the STEAM project (Liao, 2016). The steam project will work for the outcomes from the children according to the NSW syllabus in which the various fun activities are used for making students understand the usage and functionality of the steam educational programs.

The project will provide the children with a better learning environment in which the students will be able to learn and understand the facts about science, arts, technologies, maths, and engineering using fun activities which are easy to understand the concept of the whole process which will help the students to become more curious for the higher level of steam projects in which the future opportunities are hidden for the upcoming successful entrepreneurs of the country (Shatunova, et. al., 2019). The main outcomes of the steam project is about the learning advantages being provided to the younger children for the enhanced and advanced foundation for the understanding of the various concepts related to science, technologies, arts, engineering, and mathematics as per the research for the advanced knowledge using the interesting and needy approach which is easier to understand for the children with lower age from 3-8 years. These students will be benefitted from the advanced versions of knowledge in which future opportunities will be provided in the form of skills and understanding of the latest technological factors.

PART B

1) Explain how the project will be resourced, organized, and structured including children’s groupings, resources, tools needed, etc.

STEAM is the educational discipline whose main aim is to spark the interest and lifelong attraction of science and arts in children at an early age. Science, technology, engineering, arts, and math are some areas of study that teach students how to being creative and use the accurate method. The teachers structure and arrange this project in such a way which help children in discussing their opinions in group discussion sessions and learn new skills properly (Jeon, et. al., 2017). There are various resources which also required while children managed the project and such resources and tools help them in achieving potential goals. It is essential for children are to focus on learning new skills and capabilities which assist in delivering the best outcomes. In addition to this, the STEAM project will assist in resourcing, organizing, structuring all the important concepts of such projects, and communicate with children regarding main work and tasks effectively. The children of early age are working properly and reach potential objectives that are required for them. For example, baking soda paint is an interesting activity that is taught by teachers to their children. With the help of this activity, children learn how to make baking soda with fun actions and in which they also learn science and arts.

2) List key steps for implementing the project

There are various steps which help in executing the STEAM project for children are described as follows:

For the children, the key factor of process is learning that is related to the content area vocabulary that should be helped by definition and use of certain examples where possible.

Another essential aspect is the use of accurate questioning strategies by the teacher so the children are motivated to analyze, observe, assume, and achieve an evidence-based judgment. In this, the question can be used to prompt children to conduct an investigation and identifying correct answers in books, videos, and other sites (Hausner, et. al., 2016).

The children are required to be involved in each activity and use their senses which develop learning procedures. The STEAM introduction also developed an important section of the plan through intentional skills and learning by play games (Tillmann, et. al., 2018).

In the overall process, teachers need to document the learning which takes place by using a computer, iPad, handwritten, and many more. It should also involve predictions and assumptions so that the teachers can compare actual results with another outcome.

3) Provide critical analysis of how various science, engineering, mathematics, arts, and technology concepts learning are positioned and integrated throughout the project

STEAM project is the curriculum-based ideas and thoughts of educating and learning students in four particular disciplines such as science, technology, engineering, and maths in the applied approach. STEAM education helps in developing critical thinking, enhancing the science library and it allows the next generation of innovators. It helps in focus on solving main issues and it can be based on real-world usage (Chen, et. al., 2019). This project helps children in maintaining and creating their skills through which they can easily reach with desired goals. The teachers are conducting small activities which are simple and interesting and by this, they understand science, arts, and other subjects in an easy way. For this, tutors also need to manage the resources and collect tools that are necessary while conducting such activities and small projects to teach children in a new way. Such concepts help in enhancing learning and integrated throughout the project in a better manner. Besides this, it is required for a teacher is to manage and maintain the skills of children through which they can reach necessary goals.

PART C

Reflection and evaluation

Digital technologies are very useful in the steam project learning and research in which digital technologies are the electronic tools or systems which are used for the generation, processing, or storing of data (Butera, et. al., 2016). The digital technologies mostly include social media, multimedia, online games, and mobile phones which can be used in the steam projects as per the increment of understanding about the various subjects using the fun activities and other games for the increment of knowledge in the younger children. The NSW syllabus uses digital technologies in which the students can be made to understand the latest technologies and scientific factors which will be useful for the students at an early age as per the demand for future opportunities. The digital technologies are very helpful in the steam project for the younger children in which the project is used for the enhancement of the knowledge about the various parts of the scientific and other factors (Bush, et. al., 2016). Digital technologies are very impactful for the teaching of the research process and children can understand the teaching process on an easy basis as younger children can easily understand science, arts, technologies, engineering, and mathematics which are important for understanding. The digital technologies are used for the understanding in the video graphical form using the multimedia tools and these are easily understandable form by the children using the fun activities from the digital technologies for the understanding and knowledge of steam.

The children are being taught using the digital and electronic forms of the media which can easily display the results of the doing which should be presented in the form of kids understandable (Sullivan, et. al., 2017). The mini-projects which will be implemented for the steam project and children will share their knowledge and skills in the form of digital technology where the children will be taught about the factors of the various streams of the subjects. Digital technologies are very important for the understanding and knowledge of the various subjects which are important for the increasing data and information as per the understanding of the children with a lower rate of information. The digital technologies need to be upgraded according to the use of children with the lower ages from 3-8 as per the information (Barnes, et. al., 2017). The steam project will enhance the knowledge about the children as per the project will help in the development of the growth and entrepreneurship perspective of the future coming generation which will work on the various factors of the subjects as these are very important and crucial for the handling of the external environment which is full of knowledge and information. These need to be handled with precise care as the younger children are the future of the country and need to be handled with the transfer of information and data for the growth and development of the opportunities which can be very beneficial in the individual perspective of the younger generation.

 

Conclusion

Based on the above-described report, it is concluded that the STEAM project helps in maintaining and managing children’s skills or capabilities to reach higher career goals effectively. The report discusses how the project will be arranged; organized and structured children are who can learn new things and attend a session where their abilities will be enhanced continuously. Along with this, the report covers various key factors that help in implementing the project and also understand how the STEAM concept assists and increasing learning among children. It is important for teachers is to use high and advanced technology that can help children understanding the new concept by using different methods and tools.

 

References

Barnes, J., FakhrHosseini, M.S., Vasey, E., Duford, Z. and Jeon, M., 2017, September. Robot theater with children for STEAM education. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting (Vol. 61, No. 1, pp. 875-879). Sage CA: Los Angeles, CA: SAGE Publications.

Bush, S.B., Cox, R. and Cook, K.L., 2016. A critical focus on the M in STEAM. Teaching Children Mathematics23(2), pp.110-114.

Butera, G., Horn, E.M., Palmer, S.B., Friesen, A. and Lieber, J., 2016. Understanding science, technology, engineering, arts, and mathematics (STEAM). In Handbook of early childhood special education (pp. 143-161). Springer, Cham.

Chen, C.W.J. and Lo, K.M.J., 2019. From Teacher-Designer to Student-Researcher: a Study of Attitude Change Regarding Creativity in STEAM Education by Using Makey Makey as a Platform for Human-Centred Design Instrument. Journal for STEM Education Research2(1), pp.75-91.

Hausner, M., Karypidou, P., Popescu, M.G., Altinöz, S., Bozzo, L., Mihova, O. and Mikše, P., 2016. STEMART= STEM+ ART: An Erasmus+ STEAM project for K-12 education. In Hellenic Conference on Innovating STEM Education.

Jeon, M., Barnes, J., FakhrHosseini, M., Vasey, E., Duford, Z., Zheng, Z. and Dare, E., 2017, June. Robot Opera: A modularized afterschool program for STEAM education at local elementary school. In 2017 14th International Conference on Ubiquitous Robots and Ambient Intelligence (URAI) (pp. 935-936). IEEE.

Liao, C., 2016. From interdisciplinary to transdisciplinary: An arts-integrated approach to STEAM education. Art Education69(6), pp.44-49.

Shatunova, O., Anisimova, T., Sabirova, F. and Kalimullina, O., 2019. STEAM as an Innovative Educational Technology. Journal of Social Studies Education Research10(2), pp.131-144.

Sullivan, A., Strawhacker, A. and Bers, M.U., 2017. Dancing, drawing, and dramatic robots: Integrating robotics and the arts to teach foundational STEAM concepts to young children. In Robotics in STEM education (pp. 231-260). Springer, Cham.

Tillmann, S., Clark, A.F. and Gilliland, J.A., 2018. Children and Nature: Linking Accessibility of Natural Environments and Children’s Health-Related Quality of Life. International journal of environmental research and public health15(6), p.1072.

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