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SEMS STEAM 2016.

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Presentation on theme: "SEMS STEAM 2016."— Presentation transcript:

1 SEMS STEAM 2016

2 What is STEAM? Initiative in Education
Preparation for 21st Century Workplace Careers *

3 What is STEAM? Cont’d. Provide High-Quality Educational Opportunities in the STEM areas infused with Art “STEAM utilizes the arts as a vehicle for demonstrating what has been learned, while increasing creativity and teaching “habits of mind” that can be applied to any subject.” **

4 What is STEAM? Cont’d. Integrated Curriculum Problem solving Discovery
Exploratory project /problem-based learning Student centered ideas and solutions *

5 Why STEAM? Preparation for 21st Century Careers
Saturation of Technology in most fields require a solid foundation in STEM Prepare and Support our Students attending local STEM Academy *

6 State Certification Process
STEAM students are exposed to a unique and explicit curriculum that is different from non-STEAM students and there is evidence of its sustainability (three plus years). **

7 We need your help! Business, community, arts organizations, teaching artists and post-secondary partnerships are involved in an on-going relationship with the STEAM instructional program and are directly connected to in-class learning (Recommendation is one-four times per month). **

8 Students Compete All STEAM students participate in STEAM, STEM and Fine Arts competitions, on-site/online STEAM, STEM and Fine Arts exhibits and performances, and/or in state and national STEAM, STEM and Fine Arts forums. **

9 Student rigor & relevance & instructional quality
Quadrant C: Assimilation Students extend and refine their acquired knowledge to be able to use that knowledge automatically and routinely to analyze and solve problems and create solutions. Quadrant D: Adaptation Students have the competence to think in complex ways and to apply their knowledge and skills. Even when confronted with perplexing unknowns, students are able to use extensive knowledge and skill to create solutions and take action that further develops their knowledge and skills. Quadrant A: Acquisition Students gather and store bits of knowledge and information. Students are primarily expected to remember or understand this information. Quadrant B: Application Students use acquired knowledge to solve problems, design solutions, and complete work. The highest level of application is to apply knowledge to new and unpredictable situations. 51-100% of learning occurs at the adaptation level. Classroom instruction is predominantly student centered and students have the competence to think in complex ways and also apply the knowledge & skills they have acquired. When confronted with perplexing unknowns, students are able to create solutions & take action that further develops their skills & knowledge. Students are able to present their knowledge through an arts modality. This may be where we hash it out. Look at how to add arts based on this model. Examples of what that would look like in guidance document. ** 11/19/2018

10 Effective Technology Integration
Technology use is ubiquitous throughout STEAM classrooms and includes a variety of technology tools that are integrated seamlessly into STEAM teaching and learning; the technology is consistently in the hands of students. Students are producers of digital content and not just consumers of digital content. ** 11/19/2018

11 Student internship and/or capstone project
100% of STEAM students complete an internship or capstone project. ** *Project Overview 11/19/2018

12 Questions?


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