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“STEAM” up your Curriculum by Infusing Cultural Responsiveness, Literacy, and Inclusivity!

Colorado Convention Center, Mile High Ballroom 4EF

Explore and create: Deep-dive Creation lab
Preregistration Required
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Innovative Deeper Learning Designer
ISTE Certified Educator
Frank Devereaux is an Innovative Deeper Learning Designer from the Madison area and works as a consultant for the CESA2 region of WI. His experience centers on the integration of technology in creative and innovative ways to support student learning in the classroom. Over the past few years, he has been diving into the realm of AI integration, inclusivity in STEAM curriculum, and Design Thinking Projects for the Makerspace that are culturally relevant!

Session description

This session will share hands-on STEAM activities to implement in your school that provide more equitable and inclusive access for all students. Topics include: design process thinking, literacy based resources, playful exploration, community involvement, empathy, and cultural relevance that can be leveraged to motivate students and teachers alike!

Purpose & objective

~ Participants will Increase awareness of STEAM resources that are available and adaptable.
~ Participants will leverage AI tools in order to individualize content and instruction to provide culturally responsive learning experiences that is accessible and equitable
~ Success measured by participants sharing newly created ideas in a public pallet they can easily share with other educators in their networks
~ Participants will integrate literacy topics with STEAM lessons for a more immersive experience

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*20 Minute Intro STEMpathy Design Extraodinaires activity along with bias discussion
*5-10 Minutes reflection about how to adapt it to be more inclusive for students with disabilities
*5-10 minutes Discuss research about marginalized populations in STEAM programs
*20 minutes on how to bring diversity, equity, cultural relevance to projects community based ideas share out
5 minute break
30 minutes literacy based STEAM project hands on
5-10 minute shareout
30 minute cultural STEAM PROJECT
5-10 minute shareout
5 minute break
*15 minutes break into groups to try AI generated ideas and shareout

*5 minutes Share Outs on padlet and with larger group
*5 minutes reflections (JamBoard)
*5 minutes - Q&A

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Supporting research

*Andersen, L.., Nash, B. (2016) Making Science Accessible to Students with Significant Cognitive Disabilities, Journal of Science Education for Students with Disabilities, 19 (1). Retrieved August 5, 2020 from,
*Schreffler, J., Vasquez III, E., Chini, J. et al. Universal Design for Learning in postsecondary STEM education for students with disabilities: a systematic literature review. IJ STEM Ed 6, 8 (2019).
*The National Assessment of Educational Progress (NAEP). (2015). Science Assessment, National Results, Grade 4. Retrieved August 10, 2020, from https://www.
*US Bureau of Labor Statistics. (2020) Employment in STEM Occupations. Retrieved August 30, 2020, from
*US Department of Commerce, Economic and Statistics Administration. (2017) STEM Jobs: 2017 Update. Retrieved August 5, 2020, from reports/2017/03/stem-jobs-2017-update
*Zhuhadar, L., Carson, B., Daday, J., & Nasraoui, O. (2015, May). A universal design infrastructure for multimodal presentation of materials in STEM programs: universal design. [Conference Presentation] In Proceedings of the 24th International Conference on World Wide Web (pp. 569-574).

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Session specifications

Universal Design for Learning/differentiated learning
Grade level:
Skill level:
Curriculum/district specialists, Library media specialists, Teachers
Attendee devices:
Devices required
Attendee device specification:
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS
Subject area:
Special education, STEM/STEAM
ISTE Standards:
For Education Leaders:
Equity and Citizenship Advocate
  • Ensure all students have skilled teachers who actively use technology to meet student learning needs.
For Educators:
  • Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
Related exhibitors:
Clixo by Toyish Labs