Global Changemakers — Enabling Student Agency Through E-STEAM (Empathy + STEAM)
Participate and share : Poster
Monday, June 24, 8:00–10:00 am
Location: Posters: Level 4, Terrace Ballroom Lobby, Table 32
Angus Fabian Ian Fairhurst
Learn how the Empathy+STEAM approach guides students to be active, creative producers of digital and technological solutions rather than passive consumers. E-STEAM also shows students how to be globally mindful, informed, discerning users of ICT platforms and technological solutions. See how the approach allows staff to implement inquiry, project- and problem-based learning to build authentic future-focussed skills.
|Audience:||Curriculum/district specialists, Teachers, Technology coordinators/facilitators|
|Attendee devices:||Devices useful|
|Attendee device specification:||Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
|Participant accounts, software and other materials:||CoSpaces app - https://itunes.apple.com/au/app/cospaces-edu/id1224622426?mt=8
|Focus:||Digital age teaching & learning|
|Topic:||Project-, problem- and challenge-based learning|
|Subject area:||STEM/STEAM, Science|
|ISTE Standards:||For Administrators:
Equity and Citizenship Advocate
With a vision to the developing students with flexible and adaptable skill sets, and ones who will be ready for the shifting careers in 2030, there has been a lot of discussion and research around how to best deliver activities which will best develop skills around innovation,
entrepreneurialism and technological expertise.
The Empathy+STEAM approach guides students to be active, creative producers of digital and technological solutions, rather than passive consumers.
The model guides our students to also be globally mindful, informed, discerning users of ICT platforms and technological solutions. E-STEAM allows staff to implement inquiry, project / problem-based learning building authentic future-focussed skills.
Specific projects to be shared:
Year 2 students identified one issue, single use packaging to work on a research project following the design thinking process. They developed 3D models of an improved prototype to solve the issue of single use disposable packaging
Year 5 focussed on a range of national problems identified in the War on Waste TV series. They researched, designed and marketed a device to solve an identified need.
Year 6 students worked in teams looking more broadly at issues in society (Environmental, Elderly, Youth or people with a disability). In teams of four they worked to identify, research, design, prototype and create a full marketing platform to promote a working solution to an issue in society or the environment.
Early in Term 3 the school held a Year 6 Shark Tank Expo where the student teams showcased their concepts with a ‘pitch’ to investors (parents and interested members of the wider school Community).
Ian has been in Educational Technology roles for 15 years and has a passion for embedding authentic globally focussed learning opportunities through STEM education and establishing an active ‘maker culture’ within schools. As Team Leader of Technology Integration at Knox Grammar Preparatory School he is currently responsible for leading / supporting K-6 community in digital and design technologies. Ian facilitates a lunchtime Makerspace with the mantra that ‘anything is possible with technology and a creative mindset’. The students are encouraged to focus their ideas on authentic projects which can make a positive difference at a local or global community level.