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Makerspace Alphabet Soup: The ABCs of STEAM for ALL Learners

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Colorado Convention Center, 203

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Presenters

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Technology Integration Analyst & Trainer
Northeast Metro Intermediate School Dist
@ektedtech
@ektedtech
ISTE Certified Educator
Emily is a Technology Integrator and Trainer for Northeast Metro Intermediate School District 916, a former middle school German Teacher, and a Google Certified Trainer & Coach and ISTE Certified Educator. Throughout her time at 916, she has worked with staff and students to grow their instructional technology skills and meets everyone where they are at. Emily has presented at a variety of local, regional, national, and international conferences, both in-person and virtually. She uses her professional experiences, passion for technology, and drive to innovate student learning to inform and plan her training sessions.

Session description

STEAM activities foster SEL and executive functioning skills and are engaging for all students, especially those with special education needs or accommodations. I'll share UDL-aligned Makerspace lessons created to help increase accessibility and inclusive creative spaces for all students to engage, collaborate, share, fail forward, and learn together.

Purpose & objective

Participants will understand the barriers to accessibility for creative activities for learners with special education needs.
Participants will understand the importance of inclusion for all learners.
Participants will understand how creative STEAM activities can support SEL in all learners.
Participants will apply universal design principles to increase accessibility for all learners.
Participants will apply systematic supports to increase computational thinking strategies for all learners.

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Outline

3 minutes - Introduction
10 minutes - UDL-aligned Makerspace Activity example
10 minutes - What are the ABCs (SEL, UDL, CTE, CT, and STEAM for ALL)
10 minutes - Infusing UDL in STEAM
10 minutes - Practicing SEL in STEAM
10 minutes - Using CT in STEAM
5 minutes - Takeaways
2 minutes - Questions

SEL - Social Emotional Learning
UDL - Universal Design for Learning
CTE - Career and Technical Education
CT - Computational Thinking
STEAM - Science, Technology, Engineering, Art, and Math
ALL - all learners

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Supporting research

https://drive.google.com/file/d/18qVPOYaGIsp4EsC2ypHFu-0Co1sEmKt_/view?usp=sharing - Imaginative Play in digital environments:
designing social and creative opportunities for
identity formation

https://www.cast.org/impact/universal-design-for-learning-udl

https://eric.ed.gov/?id=EJ1061020 (Full text of article linked on page)

Culturally Responsive Teaching and the Brain; Zaretta Hammond

Abrams, S. S. (2018). The Arts: Arts Education and Makerspaces: Opportunities for Democratizing Practices and Supporting Socially Responsible Learning. In Inequalities in the Early Years (pp. 95-108). Routledge.

Darling, J. (2022). Social-Emotional Learning Using Makerspaces and Passion Projects: Step-by-Step Projects and Resources for Grades 3-6. Routledge.

Gomez, A. (2019). The effects of makerspace learning on the social interactions among students with emotional or behavioral disorder (Doctoral dissertation, The University of Texas at San Antonio).

Davishahl, J., Boklage, A., & Andrews, M. (2022, August). Development of Social Engagement Activities to Increase Student Participation in a Makerspace. In 2022 ASEE Annual Conference & Exposition.

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Session specifications

Topic:
Maker activities and programs
Grade level:
PK-12
Skill level:
Beginner
Audience:
Coaches, Library media specialists, Teachers
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Subject area:
Special education, 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:
Facilitator
  • Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.
For Students:
Innovative Designer
  • Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.