Transforming Literacy Through STEAM
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Colorado Convention Center, 505/6/7
Presenters



Session description
Purpose & objective
Purpose:
Enable participants to direct student-focused collaborative groups in content-aligned problem-solving lessons that use both hands-on and digital tools.
Objectives:
Participants will be able to implement the Literature & Engineering Framework in future lessons.
Participants will be able to utilize an empathy map in future lessons.
Participants will be able to lead students in using makerspace and digital tools to solve problems presented in literature.
Educational Challenge:
Provide students with authentic opportunities to work collaboratively to solve problems by generating and testing creative solutions.
Model Employed:
Literature & Engineering Process - A method by which students identify a problem posed in a picture book and utilize content-area knowledge to design and test a solution.
Outline
Presentation outline:
- Introduction of Literature & Engineering Process (5-10 minutes)
- In small groups, participants use makerspace and digital tools as well as content-specific knowledge to generate ideas and solve a problem posed in a picture book (40 minutes)
- Share out and reflection (5-10 minutes)
- Wrap up and sharing of resources (5 minutes)
Supporting research
https://bera-journals.onlinelibrary.wiley.com/doi/epdf/10.1111/bjet.12837
https://link.springer.com/article/10.1186/s40594-018-0129-0
Session specifications
Tablet: Android, iOS, Windows
Designer
- Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
Innovative Designer
- Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.