STEAM as a collection of curriculum areas (Science,
Technology, Engineering, Arts, and Math) this chapter suggests that STEAM can
be an acronym for another relevant combination of attributes (Self-starter,
Thinker, Energizer, Adventurer, and Maker). In this model, learning “under your
own STEAM” is a mindset that encourages exploration, experimentation, and
learning in every curriculum area for every student. This chapter uses an
outline convention called CARTS (Concept/Content, Activities, Resources,
Technology, Support) to provide information and realistic consideration of the
topic, a STEAM Mindset. The educational community is abuzz with the words STEM
and its expanded relative, STEAM. STEM refers to the renewed emphasis on Science,
Technology, Engineering, and Mathematics and the co-mingling of these
curriculum areas. STEAM includes the Arts as an integral component of the
academic landscape. Teachers and students are asked to develop their skills in
these areas in an effort to enhance their academic prowess and career success. STEAM
is a mindset of Self-motivation, Thinking, Energizing, Adventure, and Making.
The five attributes are significant because they encompass internal and
external elements of a mindset that foster growth.
STEAM Attributes
Self-Starter, Self-Motivated, Self-Driven
Realize your self-worth. Believe in yourself. Live in a
state of mindfulness. Have a purpose. Set goals. Take the initiative. Develop
strategies. Synthesize your thoughts. Gather support, connect, communicate,
persevere, persist, seize an opportunity. Be a self-manager. Write your own
story.
Thinker, Embrace Technology
Thinking, critical thinking, innovative thinking, creative
thinking, design thinking, decision-making. Use your talents. Use your tools.
Use technology. Be a problem-solver and a questioner. Have a curious inquiring
frame of mind. Apply what you learned to new situations in school and in the
“real” world. Reflect on your learning and use your reflection to build new
learning.
Energizer
Engage. Energize the people around you. Smile. Be a positive
force. Build relationships. Be a team builder, an ethical person. Empower
others. Be filled with empathy. Embrace eclectic learning. Contribute.
Adventurer
Be authentic, and aware. Be an explorer, experience,
investigate, experiment. Engage in active learning, appropriate risk-taking,
action, analysis, and personal assessment while being resourceful.
Maker
Be motivated. Have a meaningful purpose. Use design
thinking, tinkering, generative learning, mastery learning. Engineer.
Authorship. Share your talents. Let your actions and your work be seen. Let
your voice be heard.
A STEAM Mindset suggests that an individual is an energizer.
The person works with others, encourages others, supports others, and is
supported by others. The person is ethical, honorable, and has integrity.
Communication and collaboration are hallmarks of an energizer. The energizer
empowers others by encouraging comments and actions. A teacher can provide
opportunities for students to become energizers with authentic project-based
activities and genuine feedback.
Learning is an adventure. A STEAM Mindset brings out the
adventurer in individuals. An adventurer takes reasonable risks in learning.
The learner investigates, explores, experiments, and discovers. The learner is
resourceful, exploring various avenues to find answers and leaves no stone
uncovered. The learner is open to new information, techniques, and challenges.
Notice how these attributes mesh with the STEM/STEAM curriculum, especially
with scientific exploration. Educators can foster an adventurous spirit by
posing open-ended questions, encouraging students to seek answers for
themselves, inviting students to ask questions, and leading students to
plausible answers, rather than declaring responses as correct or incorrect.
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