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Making STEAM Engaging and Accessible to Attract All Learners

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Pennsylvania Convention Center, 120BC

Participate and share: Interactive session
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Presenters

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EdTech & Innovation Coach
Atlanta International School
Cherise Randle is an Educator, Learning Designer, and Technologist based in Atlanta, Georgia. As an Educator, she strategizes with K12 teachers to incorporate technology, STEAM, and innovative learning into their classrooms. Cherise aims to make learning memorable, pleasurable, and valuable, for young and adult learners. When she designs learning experiences, she incorporates games, toys, discussion, and avenues for personal expression. Cherise values the growth of learners. And believes that when they enjoy the experience, learning is deepened due to their hooked interest. This is what Cherise strives to bring to the field of education.
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Innovation Coach & DaVinci Coordinator
Atlanta International School
@atlantaSTEAM
@xojaniac
Jane Simpkins, Innovation coach at the Atlanta International School, is an educator who designs innovative ways to integrate STEAM, design thinking, & maker-centered learning into the curriculum. She is passionate about transformative change and innovation. A lifelong learner committed to developing courageous leaders who shape their world for the better, she has also been responsible for the design and delivery of over 50 professional development workshops including presentations at ISTE, NAIS, AERA, AATE, POCC, Georgia STEM Forum, Atlanta Science Festival, Atlanta Maker Faire, and NAEA.

Session description

With a passion for welcoming and nurturing underrepresented groups in innovation and STEAM, we strive to design projects and spaces that are inviting, accessible and engaging for all learners. Gain insight into how we're leverage STEAM to cultivate engagement in our community - locally and internationally.

Purpose & objective

Research tells us that minority women comprise of fewer than one out of ten employed scientists and engineers. This interactive session will highlight how we cultivate community and student engagement through the lens of STEAM and accessibility. We will share how we design projects using microBits, engineering, bio-sustainable materials, and SCRATCH that can be used across grade levels and subject areas.
Since designing and developing with this intention and purpose, we have seen an increase in enrollment of members of underrepresented groups in our computer science, science option, math option, and design courses in the Secondary School.

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Outline

We will introduce the design and development of 4 projects using microBits, levers, bio-sustainable materials, and SCRATCH. We will also share how these projects can easily be translated across grade levels and subject areas as well as the success we have had in empowering our faculty to independently facilitate these types of projects too. Participants will have the opportunity to tinker and make.

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Supporting research

Minority women comprise of fewer than one out of ten employed scientists and engineers.
Source: National Girls Collaborative Project and the National Science Foundation

State of Girls and Women in STEM

4 Ways to Boost STEM Participation in Underrepresented Groups

International Journal of STEM Education: Factors influencing participation of underrepresented students in STEM fields: matched mentors and mindsets

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Session specifications

Topic:
Maker activities and programs
Grade level:
PK-12
Skill level:
Beginner
Audience:
Coaches, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Not necessary but may be helpful to have SCRATCH and MakeCode on devices. We will also be prepared with a demo
Subject area:
STEM/STEAM
ISTE Standards:
For Coaches:
Learning Designer
  • Collaborate with educators to develop authentic, active learning experiences that foster student agency, deepen content mastery and allow students to demonstrate their competency.
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
For Students:
Innovative Designer
  • Students develop, test and refine prototypes as part of a cyclical design process.