STEAM to the Future: What's Next in STEAM, Design and Making
Listen and learn : Lecture
Monday, June 24, 1:30–2:30 pm
Location: Terrace Ballroom II/III, Level 4 (near Posters)
Let’s time travel 50 years forward to see what science, technology, engineering and math will be like, and the prominent role that the arts, design and creativity will play. This session will provide entertaining and thought-provoking insight into the challenges of adapting today’s classroom and curriculum for the future.
|Audience:||Chief technology officers/superintendents/school board members, Teachers, Principals/head teachers|
|Attendee devices:||Devices not needed|
|Subject area:||STEM/STEAM, Computer science|
|ISTE Standards:||For Administrators:
The 2017 NMC Horizon Report forecasting emerging trends for K-12 education includes augmented reality, adaptive computing, synthetic biology, wearable technology, artificial intelligence (knowledge engineering), and robotics. What will these look like in the real world, and how will they impact K-12 education?
Right now, scientists and engineers are creating a future where biology and engineering mix with computation and computer science. The future holds things like driverless cars, buildings that heal themselves, “radical mycology,” which are plastics that adopt organic properties from mushrooms, clothes that adjust to the weather, robots that do tedious work, and holodeck-like experiences that will bend the definition of reality.
What are the implications for K-12 education when subjects are being reinvented every year? Are we content with providing students with science classes that don’t cover any science invented this century?
We see technology as changing at lightning speed, yet much of this technology never makes it to the classroom. In fact, we are dumbing down the devices that students do get the opportunity to use rather than increasing their capability. Many students are being given devices that are no more than web page browsers.
The recent adoption of makerspaces in many schools shows that schools can get excited about future trends and build rigorous STEAM experiences for students that honor both the past and the future. But there’s much more coming than just 3D printers!
This session will explore these coming trends in a fast-paced way that provides both entertainment and insight into what educators can do in their classrooms today to prepare tomorrow’s citizens for what’s about to come.
20 min – What is on the horizon in technology and STEAM?
10 min – What options exist for integrating these into existing curriculum
10 min – Examples of what’s possible now from schools around the world
10 min – Closing, questions
NMC/CoSN Horizon Report: 2017 K-12 Edition
Summary of Engineering is Elementary Research. Museum of Science, Boston
Neil Gershenfeld: The Future of Digital Fabrication
Designing Reality: How to Survive and Thrive in the Third Digital Revolution (2017)
Design at the Intersection of technology and biology
Why bio is the new digital: Hardware, Software & the Internet of Things - Joi Ito
Nicholas Negroponte: How Do You Predict The Future? : NPR
Ecovative: The new plastic is made from mushrooms
Districtwide Digital Citizenship: Implementation Ideas for Growing Strong Digital Leaders
Station Rotation: Changing the Focal Point of the Classroom
Using #EdTech to Transform your Class into an Escape Room