What is STEAM?
Sparking innovation with STEAM learning and the human experience!
STEAM offers an inter-disciplinary way of learning where Science, Technology, Engineering, Art, and Maths intersect.
Our current face-time culture is being replaced by an inherently social process. Communications technologies have shaped a sharing culture of trust and acknowledgement. Through open dialogue and creative collaboration this has, in turn, developed people's interpersonal and digital skills and competencies. The ideas-driven, critical thinking and creating inherent in such a culture is central to #STEAM learning and this has now become a natural starting point to foster #innovation for the connected generation.
“We seem to forget that innovation doesn't just come from equations or new kinds of chemicals, it comes from a human place. Innovation in the sciences is always linked in some way, either directly or indirectly, to a human experience.” - John Maeda, STEAM Thought Leader
Projects become relevant and meaningful when they are central to the human experience. How does STEAM Academy nurture this kind of learning in students?
hands-on designing, constructing, creating, publishing - I create, I understand how it works, I am trying things out, I am a thought-leader
enquiry-based approach to information and concepts - What patterns can I see here, what-if?
ideas-driven - where will this idea take us?
process-driven - let the journey inform the outcome
working cooperatively - I interact, we can bounce ideas off each other, we embrace each others' good ideas, we take responsibilities for areas we have developed strengths in, we produce results
physical journals filled with brainstorms, storyboards, designs, annotations, mood boards, thoughts, formulae, algorithms, discoveries, to-do ideas
ePortfolios filled with scans, photos, comments, videos, screencasts, gifs, code-generated browser animations, discussion
reflection-based processes - annotate, seek feedback, think critically, discuss, redesign, refine, improve
related experiences drawn from scientific, technological, mathematical, engineering and artistic disciplines - e.g. ratio and proportions in Maths are equally relevant in music harmonics, acoustics in Physics and Engineering and the Visual Arts. Another example - tessellations and fractals in Mathematics, Art, Engineering, Biology, Bio-inspired Computing.
Challenges - I feel inspired, I have to think quickly on my feet, I learn from others, I have fun
Let's get creating!
With several years of pedagogical experience in STEAM subjects, STEAM Academy's tried and tested Schemes of Work, passion for learning and excellent relationships with our students, a culture for creative thought and innovation is born.
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