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Poppin Tags - Thrift Shop STEAMin: STEAM Integration Experiences for All Educators

Explore and create
Pre-registration required

Explore and create : BYODex

Wednesday, June 26, 12:30–2:00 pm
Location: Franklin 11-12-13, Marriott

Ryne Anthony   Matt Rogers  
We are all searching for the best instructional experiences for our learners but may not have the budget for elaborate gadgets. Learn how to create cost-effective, student-centered experiences. Step alongside as we rotate through hands-on stations, discuss mindsets and victories made possible with integrating STEAM.

Audience: Coaches, Teachers, Library media specialists
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: Any app specific stations will have presenter provided devices. All other features will not need preloaded software.
Focus: Digital age teaching & learning
Topic: Project-, problem- and challenge-based learning
Grade level: PK-12
Subject area: STEM/STEAM, Computer science
ISTE Standards: For Students:
Innovative Designer
  • Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.
For Educators:
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
  • Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.

Proposal summary

Purpose & objective

K-12 STEAM Integration is an initiative that is rapidly growing. Schools are writing new curriculum, purchasing STEM instructional tools and creating makerspaces but yet many educators lack the knowledge and confidence to integrate STEAM into their native instruction. Our goal is to demonstrate easy, cost-effective, STEAM concepts and practices that can be extended instruction in any classroom environment. We will share the costs associated with integrating STEAM, concluding that STEAM integration does not have to be expensive. We want to spread the message that amazing engaging learning opportunities for students can be created with little to no money. Our goal is to help educators move past the acronym of STEAM and demonstrate the WHY? and HOW? of STEAM. We also want to share relevant CSTA standards and ISTE Standards for Educators and Students that serve as a backbone for bringing creative experiences to students. We aim to inspire and push those that are reluctant by providing a real hands-on experience that will build the confidence needed to innovate their practice and encourage risks. Participants will leave having swapped seats with their students, with the first-hand experience of the value of these slight instructional tweaks. In addition, they will leave with ideas, lessons, resources, etc. as well as the confidence needed to integrate STEAM.

The instructional STEM Tools that will be covered include, Ozobot, Sphero, Makey Makey, Parrot Mambo Drone, Microbit, Rasberry Pi, Littlebits, Beebot, Cospaces, 3D Bear, Merge Cube, COJI, Bloxels and many more simple effective Maker tools.
More detail can be seen in the outline.


Opening and Introduction: (12-15 min)
- We plan to open by covering our purpose and outcomes for the presentation, followed by overviewing what participants will get out of this experience.
- Provide an overview of the Mindsets associated with effective STEAM Integration.
- Briefly discuss the concept of STEAM - push educators to think past the acronym and shed light on the true meaning of STEAM - Creativity, Collaboration, etc.
- Provide a brief overview of the STEAM Tools participants will experience at each station in the next part.
- Discuss the cost, or rather, the lack of cost of each of these activities/STEAM tools. Send the message that STEAM Integration does not have to be expensive or fancy.

STEAM Station Rotation (Hands-on experience) (55-60 min)
The group will be split up into 5 groups. Each group will spend 10 minutes at each station exploring and engaging with the STEAM tool highlighted at each station. Information on lesson ideas, cost, etc. will be addressed at each station.

Simple Maker Movement - “Arts & Crafts” on steroids.
Simple Makerspace tools, ways to upcycle, engaging design challenges, ways to integrate the “Maker Movement” in any classroom.
Simple Robotics - Ozobot - Class Set
Electronics & Coding - Makey Makey, also Makey Makey w/ Scratch (Class Kit w misc. resources)
Drones! - Cost effective drones (6) Parrot Mambo Drones, ways to engage in coding, challenges, etc. (Devices available)
AR/VR Creation Tools - Cospaces, Merge Cube, 3D Bear (Devices available)

Reflection, Discussing Resources (15 - 20 min)
- Time will be spent on discussing and reflecting on what participants experienced in the station rotations.
- Participants will be lead through examples of STEAM Integration utilizing the tools they just engaged with. Ex - Ozobot Retelling Stories, Makey Makey Interactive Posters, etc.
- Participants will be provided with free resources and directed to numerous web resources that provide updated tutorials.
- Wrap Up and Ways to Stay Engaged

Supporting research

Numerous studies have been done on the impact of STEAM Integration regarding the positive impact it has on student learning. Much of this research can be summarized by viewing the 2017 CosN Horizon Report. “Rise of STEAM Learning” is mentioned as a Key Trend in the next 1-2 years (meaning we are in it now). The report mentions, “...technology use does not
exclusively relate to advancing science and engineering; STEAM education is about engaging students in a multi and interdisciplinary learning context that values the humanities and artistic activities, while breaking down barriers that have traditionally existed between different classes and subjects.” In the same Horizon Report “Coding as Literacy” was labeled as also a key trend in the next 1-2 years. The report mentions that “Many educators perceive coding as a way to stimulate computational thinking: the skills required to learn coding combine deep computer science knowledge with creativity and problem-solving.” it then mentions that “by 2020 there will
be 1.4 million computing jobs but only 400,000 computer science students to fill them. To better
prepare learners from a young age, an increasing number of school leaders and technologists are making the case for embedding coding into K-12 curricula.” (NMC/CoSN Horizon Report Preview p.5)
Our session’s purpose is to make the teaching of STEAM, coding, all the concepts mentioned in the Horizon Report, etc. more tangible for all educators. The goal is to empower educators with the confidence and mindsets to take these small risks involved with integrating STEAM.

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Ryne Anthony, Chester County Intermediate Unit

As a former 8th Grade Science teacher, Ryne Anthony has always had a passion for creating hands-on exploratory activities for students. His passion for integrating Educational Technology and STEM has landed him in his current role as an Educational Innovations Specialist at Chester County Intermediate Unit. Ryne is currently helping schools discover ways to integrate STEAM, design Makerspaces/Innovative Learning Spaces and research innovative practices. Ryne has presented on topics such as "STEAM Integration", "Genius Hour", "Making Makerspaces", "CSforALL in PA". His current work involves creating hands-on workshops focusing on creating student-centered learning environments through STEAM Integration.

Matt Rogers, Pequea Valley School District

Matt Rogers, a 4th Grade teacher in the Pequea Valley School District, strives to create a classroom environment focused on student choice, challenge, and success. He specialized with the integration of 3-D design with elementary focused students, as well as design challenges, coding fundamentals, and bringing real-life STEAM value to 3rd-5th grade female students in an elective program called Success by Design.

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