Posts Tagged ‘arts’
As professionals in the field of education, we all know the term STEM. This is a movement that exposes students to Science, Technology, Engineering, and Math. It promotes the teaching of these disciplines’ theories and content with a hands-on learning approach. The goal is not only to provide students with a deep, multidisciplinary understanding but to foster understanding of STEM concepts in the real world.
If a letter were added to the STEM acronym, what would the best choice be? In this video, Harvard University education professor Howard Gardner has a definitive answer: “I have no hesitation in saying we need to add the letter A….An education devoid of arts…is an empty, half-brain kind of education.”
To the point.
In that same video, Yale Child Study Center lecturer Erika Christakis isolates perhaps the core reason that adding the Arts to STEM education is so important: “The arts hav[e] something really essential to say about the human condition, just as science does.”
Let’s First Look at STEM.
We are humans living in a rapidly developing society. In no point in recorded human history has there been as many innovative technologies bringing people together. The disciplines represented in STEM—Science, Technology, Engineering, and Math—are integral to the technologies we use every day—and the tools we will use tomorrow. As stated in the State Idaho Department of Education’s What Is STEM Education?, “Math is the language; Science and Engineering are the processes for thinking; all this leads to Innovation.”
Young people—students—have known no other world. It is in all of our best interest to teach, encourage, and support them in a STEM environment.
So Why STEAM?: Arts and the Human Condition
Knowing and understanding the significance of STEM in our schools may not, at first glance, lead us to recognize the significance of adding an A to this multidisciplinary approach to education.
So we must ask: Exactly what do the arts add to our lives?
Consider what the arts encompass. Music, painting, sculpting, theater, literature, architecture, fashion, and so much more. Just as new technologies bring us together and help create our shared experiences, the arts span time to connect us with each other and ourselves. Consider briefly Leonardo da Vinci’s Mona Lisa. How many people have viewed this painting across the centuries and have been moved by its beauty and brilliance? Across time and cultures, Mona Lisa created a shared, communal experience that impacted 16th-century viewers in much the same way is it does today. An encounter that becomes both a personal and shared experience.
In fact, at the foundation of all artistic endeavors are creativity, personal experience, and shared experience. It is the same with newfound technologies. Why is this important? Consider what Mae Jemison—an astronaut, doctor, art collector, and dancer—had to say on the topic in this transcript of her 2009 TED Talk on teaching arts and science:
“The difference between science and the arts is not that they are different sides of the same coin, even, or even different parts of the same continuum, but rather they’re manifestations of the same thing….The arts and sciences are avatars of human creativity. It’s our attempt as humans to build an understanding of the universe, the world around us….[S]cience provides an understanding of a universal experience, and arts provides a universal understanding of a personal experience.”
STEAM in Action
Creativity, personal experience, and shared experience are evident in stories and videos of STEAM in action. When creative writing is incorporated as the A in this Science of Superheroes Lesson, students are able to make connections between the science of flight—which was the STEM component of the lesson—and creating a superhero character and story, which was the A component of the lesson. The video highlights the many layers of involvement and collaboration STEAM can engender.
Math concepts, such as number lines, counting, and fractions, are merged seamlessly with interactive theater play in Staging STEM, a video that also conveys the joy students attain when engaging in STEAM activities. The personal and shared experiences, generated by both personal and communal creativity, become essential to and integrated with the learning experience.
Education should be exciting, engaging, uplifting, and inspiring…and it should provide an outlet for creativity and both personal and shared experiences. The multidisciplinary STEAM educational model certainly is an approach worth exploring.
Explore more about STEM and STEAM in this infographic from the University of Florida:
Find more education infographics on e-Learning Infographics
Libraries across the country are celebrating Halloween with spooky stories, devilish decorations, and clever costumes. Some are even adding an educational twist to the festivities through the use of enriching Halloween STEAM activities.
What is STEAM?
STEAM is an acronym that stands for the integration of an A for the arts into STEM (science, technology, engineering, and math) learning. STEAM activities help equip kids with essential 21st-century skills that will help prepare them for the job market. The creative arts component — the “A” — in STEAM activities can engage students and spark interest in science and technology. STEAM is especially useful for helping students develop skills that are necessary to prepare for creative industries, including digital games, software, design, and marketing. However, research reveals the importance for all employees, not just those in creative industries, to demonstrate creativity in the workforce.
Libraries to Inspire You
Are you working on a STEAM Halloween project and need a little inspiration? The libraries below caught our attention for adding STEAM to their Halloween.
Today (October 26), middle school and high school kids will be creating 3D pumpkins from 3:00 to 5:00 at the main library. Sarah Butt, the library associate we contacted at the Champaign Public Library in Champaign, Illinois, explained that she created a pumpkin template in a program called Sculptris. The kids are then able to use the tools and create faces for their pumpkins. Once they are finished, the files can be printed on the 3D printer and ready for the kids from the middle school next door to pick up.Santa Monica Public Library (SMPL):
SMPL (Yes, the very same library we blogged about that has a summer beach library!) is also holding STEAM events at their Ocean Park and Fairview branches.
Also today, in connection with Star Wars Reads, SMPL’s Ocean Park branch is holding a Star Wars STEAM program from 3:30 to 4:30 for kids and teens. Participants are encouraged to wear costumes at the event.
Youth librarian Julia Casas, who is coordinating the event, has planned several activity stations that will give kids the chance to explore science concepts at their own pace. Among the activities are an “Ewok Launcher” (marshmallow launcher), which helps kids to learn about force, motion and gravity, and a “Rescue a Jedi from Carbonite” (lego minifigs trapped inside a baking soda mixture), which explores chemical reactions.
Children’s librarian Jennifer Boyce let us know that on October 31, from 4:00 to 5:00 p.m., the Fairview Branch will be featuring a program, “STEAM Craft: Glow-in-the-Dark Slime,” for children ages four and up. According to Ms. Boyce, the program will explore science concepts (in this case, chemistry) in a “fun, unstructured way.” Fairview’s Halloween STEAM event is part of their monthly STEAM programs, which in the past have included events such as a DIY Girls Club that focused on creative electronics and a “Build with Minecraft” program.
Children’s librarian Michelle Zimmermann of North Mankato Taylor Library in North Mankato, Minnesota, hosted a spooky science lab for their Halloween STEAM event, which was held on October 20th. The event, for ages eight to 12, was part of a monthly program, STEAM Rollers.
The mad scientists — some of whom had an evil laugh down perfectly — learned how sound is made with vibrations by making eerie sound devices with plastic cups, yarn, paper clips and water. They also made slime to learn about chemical and physical properties and examined how using different ratios changed the composition of the material they were making. The third activity involved making pumpkin lava lamps and dealt with the concepts of polar and non polar molecules. Kids also learned about how oil and water don’t mix. According to Ms. Zimmermann, the lava lamps seemed to make the biggest impression on the young scientists.
More Halloween STEAM Activities
Still looking for inspiration? Below are five spooktacular links you can use to incorporate STEAM into your Halloween event:
- Pumpkin Geoboard
- Pumpkin Optical Illusion
- Batwing Challenge
- Witch-Inspired Salt Crystal Science
- Spider Web Science
Special Guest Post
And be sure to check back tomorrow for another wicked STEAM/STEM post with featured blogger Dawn Treude. The Library Assistant in Youth Services will explore the Halloween activities at the Scottsdale Public Library. She will be discussing how to create science-based projects by using everyday items with a spooky theme.
If you’ve implemented a Halloween STEAM activity in your classroom or library, let us know what you’re doing in the comments section below or tweet us at #ProQuest.
On December 10, 2015, President Barack Obama signed into law the Every Student Succeeds Act (ESSA). According to the New York Times, the sweeping law “will directly affect nearly 50 million students and their 3.4 million teachers in the nation’s 100,000 public schools.” ESSA is a rewrite of the oft-criticized 2001 No Child Left Behind Act (NCLB), which greatly expanded the federal government’s role in public education. ESSA cedes much of the federal control gained under NCLB. Although the 1,061-page ESSA spans a wide range of education policy topics, certain issues like standardized testing and teacher evaluations have gotten the most attention. Here are five important highlights:
What do you think about the newly signed Every Student Succeeds Act?
Share your thoughts with us on Twitter @ProQuest or in the comments below.
Do you and your students want to learn more about the education policy debate?
Check out SIRS Issues Researcher for more information.
STEAM is a movement that integrates an A for the arts into the STEM (Science, Technology, Engineering, and Math) initiative from the National Science Foundation and the U.S. Department of Education. STEAM education was created in 2006 by former teacher Georgette Yakman.
The Creative Component
Advocates of STEAM contend that there should not be a dichotomy between science and art. Instead, art should be seen as a driver of creativity that can foster innovation and spark engagement and learning in science education.
“Engineers, inventors, and designers produce drawings as part of their creative process. They draw to work out and refine concepts and details. They draw to persuade. They draw to give direction. And they draw to record their ideas and to learn from others.”–Doodles, Drafts, and Designs, Industrial Drawings from the Smithsonian
Pathway to Economic Growth
John Maeda, president of the Rhode Island School of Design in Providence, sees STEAM as a pathway to fostering U.S. economic growth. Maeda, writing in Edutopia, has said that “[d]esign creates the innovative products and solutions that will propel our economy forward, and artists ask the deep questions about humanity that reveal which way forward actually is.” He cites Apple as a well-known example of a company in which design is crucial to the success of technology.
Tried and True
The idea of integrating the arts and sciences in education is nothing new. Leonardo da Vinci, for example, was not only a famous Renaissance artist but was also a scientist, engineer, and inventor. In fact, he used his skills as an artist to draw his mechanical ideas.
“If someone had told Leonardo da Vinci, Newton, or Galileo that the study of science in the 21st century would be separated from the creativity of the arts or the social, cultural, and historical insights into human behavior offered by the humanities, they would have wondered what scientists had done to make the world disrespect them so much. It’s an odd idea to separate out different kinds of knowledge that inspire and enrich one another in the real world and the virtual too.” – Duke Professor Cathy Davidson
Future of STEAM
Mathematic and scientific knowledge fuel the mechanics of invention, but what fuels the innovative aspect, the design, and uniqueness? Imagination. And imagination comes with a love for the arts. As long as there is a need for invention and innovation, there will be a need for the arts.
A recent Washington Post article on arts inclusion in the STEM program argues this point well. Even with reports of the U.S. economy in need of more scientists and the like, it’s important to remember that the arts are a fundamental piece of what makes scientific advances as a whole.
Without the arts, the STEM program remains stagnant. Tomorrow’s innovators deserve the chance to innovate.
Links for Teachers and Librarians
Over the past several years, more and more schools have begun integrating the arts into their STEM curricula. Below are six links you can use to incorporate STEAM into your classroom or library:
- 4 TED Talks for Educators Interested in STEAM
- 7 Guidelines for Building a STEAM Program
- All Things STEAM
- Full STEAM Ahead
- Schools Shift from STEM to STEAM
- Where Science Meets Art
Websites for Students
Are your students working on a STEAM project and need a little inspiration? Below are five editorially selected websites from ProQuest’s SIRS Issues Researcher.
- Abbot Handerson Thayer – Artist who is known as “the father of camouflage.”
- Doodles, Drafts, and Designs – Industrial drawings from the Smithsonian.
- Fabian Oefner – Artist whose work bridges the fields of art and science.
- Rebecca Kamen – Artist whose work moves between art and science.
- Theo Jansen – Artist who creates lifelike kinetic sculptures that move like living creatures.
If you’ve implemented a STEAM curriculum in your classroom or library, let us know what you’re doing in the comments section below or tweet us at #ProQuest.
On this day in 1929, the first Academy Awards ceremony was held at the Hollywood Roosevelt Hotel in Los Angeles, California. A far more subdued affair than the star-studded, televised event it is today, it featured no red carpet entrances or fashion commentary by Joan Rivers. It was a private event attended by 270 guests, and tickets cost $5. To learn more about the fascinating history of the Academy Awards, from who won the very first Best Actor and Best Actress awards to which film received Best Picture at the most recent award ceremony, turn to Renaissance’s Award Recipients database, which lists major award winners in the arts and humanities.
Besides the Academy Awards, other prestigious awards featured in the database include the Man Booker Prize, the Pritzker Architecture Prize, the Bollingen Prize in Poetry, the American Music Awards, the Pulitzer Prize for Drama and the MacArthur Fellowships.
What skills do students most need to succeed in the twenty-first century? And how can we best help them acquire those skills? In today’s global economy, a well-rounded education that encompasses the arts and humanities is vital. According to Daniel H. Pink, author of A Whole New Mind: Why Right-Brainers Will Rule the Future, success in tomorrow’s workplace will depend on mastering qualities that cannot be easily outsourced or automated; in other words, right-brain traits such as creativity, empathy, and the ability to inspire and persuade.
SIRS Renaissance was created out of the belief that the arts and humanities aren’t a luxury but a necessary part of a complete education. From literary criticism and profiles of prominent authors to interviews with contemporary painters, filmmakers, poets, dramatists, composers and more, SIRS Renaissance promotes self-directed research, deep and meaningful engagement, critical thinking and an expanded worldview. Containing editorially-selected articles that support and align to the Common Core standards, as well as full-color graphics, including art reproductions, photographs and illustrations, SIRS Renaissance helps students engage their “right brain” and develop the knowledge and creative skills that will give them the edge in the twenty-first century workplace.
Skills Discoverer, a Database Feature in SIRS Discoverer, quickly connects users to a variety of editorially-selected, high-quality educational websites. Motivating game-like activities and challenges engage kindergarten through ninth graders as they practice building skills in art, health, language arts, math, science and social studies. Skills Discoverer promotes differentiated instruction and learning for individuals or groups, at school with classmates or at home with the family!