Menu
Snapshots are a pairing of two 20 minute presentations followed by a 5 minute Q & A.
This is presentation 1 of 2, scroll down to see more details.
Other presentations in this group:
Purpose
The purpose of this EdTalk is to inspire educators and education leaders to create innovative learning spaces and experiences that invite and inspire students to create products that solve real-world problems.
Objectives
Participants in this session will be guided to:
Examine the importance of using technology to solve problems (empathy, SDGs, global issues, compassion)
Demonstrate the necessity to use ITSE’s essential conditions to effectively leverage technology through planning that can create a systemwide change.
Explore the essential elements and equipment needed to create the SETAM labs by going through tiers based on available space and budget.
Identify the equipment needed to construct the following labs: Makerspace, 3D Design and Printing Lab, Digital Art Lab, Coding and Electronics Lab, Drone Lab, Robotics Lab, and Audio Recording /Filmmaking Studios.
Examine sample projects showing how design thinking is used in the problem-solving process, and going through empathy, problem definition, formulating and prioritizing ideas, prototyping, and testing products.
Examine computational thinking through projects that use fundamental concepts and reasoning used in machine automation.
Examine community service and civic engagement projects that made an impact on the life of disadvantaged community members.
Outline
(3 mins) Introduction and Context
(6 mins) ISTE Standards / Essential Conditions / SDGs / Grant Writing
(3 mins) Design thinking
(3 mins) Computational Thinking
(3 mins) STEAM Innovation Center Structure
(20 mins) Labs and Equipment
(15 mins) Community Service and Civic Engagement
Q&A
Supporting Research
Secondary school creativity, teacher practice and STEAM education: An international study
https://link.springer.com/article/10.1007/s10833-017-9311-2
Co-Measure: developing an assessment for student collaboration in STEAM activities
https://stemeducationjournal.springeropen.com/articles/10.1186/s40594-017-0094-z
ISTE ESSENTIAL CONDITIONS FOR EFFECTIVE TECH USE IN SCHOOLS
https://www.iste.org/standards/iste-essential-conditions