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Participants will learn to incorporate art/music into STEM activities and have an opportunity to apply a lensed approach to STEAM. Using art as an opportunity to consider STEM (STEAM), participants will see how activities such as coding a simple musical instrument can evolve to incorporate a multi-disciplinary or trans-disciplinary approach to learning through guided inquiry. The challenge or problem is: how can we collaborate musically without direct access to musical instruments? The session will allow participants to discover basic block coding skills through makecode.org, and better understand the capabilities of Microsoft’s micro:bit (version 2). In addition, participants will leave with a digital copy of our hands-on, art and design-oriented activity/lesson that they can use in their own practice. We will also highlight the design process and how this can be used as a framework for STEAM activities and problem-based learning – Empathize, Define, Ideate, Prototype and Test.
Educators will be encouraged to acknowledge their own strengths and interests, as well as identify areas in which they can step outside their comfort zone and grow. Evidence of success will be gained through direct observation of educator engagement and participation in the activity. Additionally, the ability of participants to begin coding/creating a simple musical instrument will demonstrate a developing understanding of the concepts we explore. Further, during our Q & A period, we intend to provide guiding questions to participants that ask how they might use the STEAM lens approach, or elements of this activity, in their own practice.
I. Art as an entry point/ approach to STEAM (present) 10 minutes
II. Design thinking (present) 5 minutes
III. Draw/create a musical instrument (participate / hands-on) 5 minutes
IV. Analysis of components of musical instruments (peer-to-peer) 5 minutes
V. Micro:bit Possibilities (brainstorm) 10 minutes
VI. Code the Micro:bit (participate / device-based activity) 25 minutes
VII. Attach the Micro:bit to Your Drawing (participate / device-based activity) 15 minutes
VIII. Make some music / perform (peer-to-peer / perform) 10 minutes
IX. Questions and answers (participate) 5 minutes
- Henriksen, D. (2017). Creating STEAM with design thinking: Beyond STEM and arts integration. The STEAM Journal, 3(1), 11. https://scholarship.claremont.edu/steam/vol3/iss1/11
- Kijima, R., Yang-Yoshihara, M., & Maekawa, M. S. (2021). Using design thinking to cultivate the next generation of female STEAM thinkers. International Journal of STEM Education, 8(1), 1-15. https://doi.org/10.1186/s40594-021-00271-6
- Malele, V., & Ramaboka, M. E. (2020). The design thinking Approach to students STEAM projects. Procedia CIRP, 91, 230-236. https://www.sciencedirect.com/science/article/pii/S221282712030812X
- Rolling Jr, J. H. (2016). Reinventing the STEAM engine for art+ design education. Art Education, 69(4), 4-7. https://www.tandfonline.com/doi/full/10.1080/00043125.2016.1176848
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