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Cases on Models and Methods for STEAM Education, 1st Edition

  • Judith Ann Bazler
  • Meta Lee Van Sickle
  • Published By:
  • ISBN-10: 1522596372
  • ISBN-13: 9781522596370
  • DDC: 372.35
  • 379 Pages | eBook
  • Original Copyright 2020 | Published/Released August 2020
  • This publication's content originally published in print form: 2020

  • Price:  Sign in for price

About

Overview

STEAM education can be described in two ways. One model emphasizes the arts and is not as concerned about the accuracy of the STEM fields. In the second model, STEM content is the prevailing force with a focus on accuracy, and the arts are used in limited and secondary resources for the teaching of the content. However, in order to promote creative thinking, allow for higher student engagement, and offer a more well-rounded education, a STEAM model, where science, technology, engineering, arts, and mathematics are equal contributors to the process of learning, is needed. Cases on Models and Methods for STEAM Education is an important scholarly resource that provides inclusive models and case studies highlighting best techniques and practices for implementing STEAM models in teaching and assists teachers as they learn to use such methods through the inclusion of practical activities for use in the classroom. Highlighting a wide range of topics such as science education, fine arts, and teaching models, this book is essential for educators, administrators, curriculum developers, instructional designers, policymakers, academicians, researchers, and students.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Advances in Educational Technologies and Instructional Design (AETID) Book Series.
Titles in this Series.
Table of Contents.
Detailed Table of Contents.
Preface.
Acknowledgment.
Introduction.
Section 1.
1: Musing on Unanswered Questions.
Art Practice.
2: Graphic Novels and STEAM: Strategies and Texts for Utilization in STEAM Education – Graphic Novels and STEAM.
3: High-Quality Trade Books and Content Areas: Planning Accordingly for Rich Instruction.
4: Theater as the STEAM Engine for Engaging Those Previously Disengaged.
5: Exploring Simple Machines With Creative Movement.
6: Getting to “Know” STEAM.
Theme-Based.
7: Tower Design, Build and Test as a STEAM Project: Tower Design, Build, and Test.
8: The Great Race: Using Air to Move Paper Airplanes and Balloon Rockets.
9: Bee Pollination.
10: Cases on STEAM Education in Practice Catapults and History of Catapults.
11: A Mathematical Approach to Designing Insulators.
12: Engineering and Art: Putting the EA in STEAM.
13: Developing and Applying the Law of Cosines: Using Star Maps as a Context.
14: Using STEAM in Marine Science: Incorporating Graphic Design Into an Existing STEM Lesson.
15: “Imagioneering” a New Mission: Space.
Differentiating Instruction.
16: Differentiating Instruction in the Forensics Classroom.
Conclusion.
Compilation of References.
About the Contributors.
Index.