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Bringing STEM to Every Classroom

,
Pennsylvania Convention Center, 116

Explore and create: Exploratory Creation lab
Preregistration Required
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Presenters

Photo
Student
Sat Paul Mittal School
@wondernamya
@wondernamya
Namya Joshi is a Grade X student at Sat Paul Mittal School, India. She is a Minecraft Mentor. Inspired by her own motto #EachOneTeachTen, she has spent the last four years designing and delivering free of cost coding workshops for more than 10,000 teachers, young people, especially girls, in India and all over the world, She has raised awareness about the social issues using game-based learning with STEM to provide and has spoken at numerous platforms such as KEOS2019 Finland, EduDays Microsoft, ISTE, UNESCO, CONVOKE, CSLA, Azure Summit,Asia Berlin Summit, Adobe Education Summit on the power of STEM and game-based learning.
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Spanish and STEAM Teacher, Consultant
Rivervew Junior Senior High School
@Rdene915
@Rdene915
ISTE Certified Educator
Rachelle Dené Poth is a STEAM and Spanish teacher, author, consultant, attorney and presenter. Also an ISTE Certified Educator, Poth holds a Juris Doctor from Duquesne University School of Law and master's in instructional technology. Poth is the author of seven books. She’s a past president of ISTE TEN, recipient of ISTE Making IT Happen Award. Poth was named one of 30 K-12 IT Influencers for 2021, the 2017 Outstanding Teacher of the Year by PAECT, and one of “20 to Watch” educators by the NSBA. She writes for Getting Smart, Defined Learning, NEO LMS, and hosts the “ThriveinEDU” podcast

Session description

To prepare for the future, students need to develop skills in STEM-related fields. However, there are either real or perceived barriers to providing these opportunities for students. As educators, we need resources that enable us to spark curiosity for learning and lead students to become creators and innovators.

Purpose & objective

Preparing students with the essential skills for the future requires all educators to create a culture for learning that sparks curiosity and innovation. Bringing STEM into every classroom is essential. With a prediction of 58 million STEM-related jobs available by 2025, we need to create more opportunities in our classrooms.
During the session, attendees will learn about STEM Challenges, Coding, Emerging Technologies, and Ozobots!
Explore methods and tools that will empower educators to provide students with opportunities in STEM while helping them develop essential SEL skills. There is an increasing need for skills in STEM-related fields and in order to meet those demands for careers in the future, our students need opportunities to explore these topics now. With this recognized need for STEM skills, we need to find ways to spark curiosity for STEM and see if students have interests in STEM-related fields.
For some educators, knowing where to begin with STEM brings some uncertainty as there are many possibilities, and depending on the choice, they may require a specific knowledge or skill set, or resources. However, regardless of grade level or subject area, there are many ways for teachers to bring STEM into their classrooms, and some which require very little preparation.

As to the benefits of STEM activities, we will help students to develop the essential skills needed for life and workplace success including social-emotional learning (SEL) skills and the critical 21st-century skills we have been talking about in education for many years. Communication, Collaboration, Critical Thinking, Problem Solving, and Creativity for just a few. In our classrooms, we can find ways to connect STEM activities with the content being taught or use STEM activities for fostering the development of supportive peer relationships in the classroom.

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Outline

Overview of STEM ( 10 minutes)
What is STEM? Why do we need a STEM curriculum?
STEM and SEL (10 minutes)
Getting Started with STEM (40 minutes)
STEM Challenges
Learning to Code
STEM Tools for the Classroom
Emerging Technologies
Ozobots and Spheros

There will be a survey and polls used during the session. At times, volunteers from the audience will be asked to share ideas and experiences or try some of the materials in the session. The audience will be able to explore some of the tools and try coding, and participate in a STEM challenge, depending on time and location. Additional activities or contests will be included and selected based on survey results during the session..
Time for peer-to-peer interaction and discussion through a backchannel.

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Supporting research

https://www.iste.org/areas-of-focus/steam-education
https://www.iste.org/explore/iste-blog/preparing-students-jobs-dont-exist
https://www.gettingsmart.com/2021/06/11/preparing-for-the-future-building-interest-in-computer-science/
Daily STEM by Chris Woods
Remaking Literacy and STEAM Makers by Dr. Jacie Maslyk
STEAM Power by Tim Needles

https://ncses.nsf.gov/pubs/nsb20211
https://www.idtech.com/blog/top-stem-skills-for-today-and-beyondhttps://ssec.si.edu/stemvisions-blog/why-invest-stem-education
https://www.iste.org/explore/iste-blog/preparing-students-jobs-dont-exist
https://www.nrel.gov/news/program/2020/jump-into-stem-students-building-a-better-future-starts-now.html
https://blog.definedlearning.com/developing-social-awareness-through-stem
http://www.stemedcoalition.org/
https://www.vivifystem.com/blog/2021/7/20/back-to-school-stem-activities
https://stemeducationjournal.springeropen.com/articles/10.1186/s40594-020-00260-1

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Session specifications

Topic:
Maker activities and programs
Grade level:
PK-12
Skill level:
Beginner
Audience:
Teachers, Coaches, Professional developers
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS
Laptop: Chromebook, Mac
Tablet: Android, iOS
Participant accounts, software and other materials:
Nothing needed ahead of the session
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
For Students:
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.