Living Green With STEAM: Sustainability Activities in Elementary Classrooms
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Colorado Convention Center, Mile High Ballroom 2B
Presenters

Session description
Purpose & objective
The purpose of this presentation is to demonstrate how to leverage simple makerspace tools and activities in order to provide authentic project learning experiences for students that classroom teachers can easily manage. Using the UN’s Sustainable Development Goal: Sustainable Cities and Communities as a content thread, the projects shared allow students to investigate current sustainability issues like climate change and energy conservation. The hands-on experience in the session will guide participants to build a solar circuit to light up an LED bulb inside a house model.
Outline
Intro to the UN’s Sustainble Development Goals and the call for sustainable education in the classroom - 5 mins.
Sustainable Cities Class Project Overview and ISTE Standards connections - 10 mins.
Solar Circuit / Solar House building activity - 35 mins.
Wrap-up participant share and Q&A - 10 mins.
Supporting research
United Nations Sustainable Development Goals - https://sdgs.un.org/goals
Burbules, Nicholas C., et al. “Five trends of Education and Technology in a sustainable future.” Geography and Sustainability, vol. 1, no. 2, 25 May 2020, pp. 93–97, https://doi.org/10.1016/j.geosus.2020.05.001.
Bertrand, Marja G., and Immaculate K. Namukasa. “Steam education: Student learning and transferable skills.” Journal of Research in Innovative Teaching & Learning, vol. 13, no. 1, 24 June 2020, pp. 43–56, https://doi.org/10.1108/jrit-01-2020-0003.
Maslyk, J. STEAM Makers: Fostering Creativity and Innovation in the Elementary Classroom. 1st ed., Corwin, 2016.
Taylor, Neil, et al, editors. Educating for Sustainability in Primary Schools Teaching for the Future. Sense Publishers, 2015.
Session specifications
Tablet: Android, iOS, Windows
Knowledge Constructor
- Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
- Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
- Students develop, test and refine prototypes as part of a cyclical design process.