Engaging Students Through STEAM Lending Libraries
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Colorado Convention Center, Bluebird Ballroom Lobby, Table 33
Presenters


Session description
Purpose & objective
The purpose of the presentation is to highlight the benefits of creating a STEAM Lending Library (SLL) to provide more equitable access to STEAM learning. We will share why we started a SLL in our district, our process for storing and checking out kits, resupplying of consumable inventory and how we have continued to build/grow the program. As a result of our presentation participants will:
- Be able to describe steps needed to start a SLL of their own.
- Be aware of various resources available that can be helpful to have as part of a SLL.
- Know about various grant opportunities.
- Explore and create a paper circuit bookmark activity as we model what professional development for staff in our district looks like. Giving them ideas for how to support the check out and use of SLL kits in their spaces.
Outline
What is a STEAM Lending Library and how we got started
o How we built the program (PNA process)
o PD and Coaching support offered
o Resources in our library
o Ways to fund a STEAM Lending Library (Grants, Donors Choose, Infosys, Birdbrain, etc)
- Example kit/project. Hands-on project using crafting supplies and paper circuits (conductive tape, LEDs, paper, markers, batteries, etc).
- Q&A and Resources. Wakelet for sharing, https://wakelet.com/i/invite?code=rjwivynr
Supporting research
- What are the Benefits of a Makerspace? Blog post: https://www.invent.org/blog/trends-stem/benefits-makerspace
- Invent to Learn by Sylvia Libow Martinez and Gary Stager, Ph.D.
- Hummingbird Robotics Kit Research Findings, https://www.birdbraintechnologies.com/wp-content/uploads/2022/01/ResearchSummaryHummingbird.pdf
- Kent School District Project Needs Assessment, https://bit.ly/48zhSJJ
Session specifications
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.
Designer
- Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
Creative Communicator
- Students choose the appropriate platforms and tools for meeting the desired objectives of their creation or communication.