Arts and Technology STEAM Playground: Creativity, Innovation and Engagement for All Learners
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HBGCC - Playground A
Session description
Outline
The playground will have a variety of presenters sharing on a variety of STEAM, Arts and Technology tools and resources.
The playground will have approximately 6 - 7 stations. Participants can rotate and explore each station as long as they would like.
Supporting research
New Study Gives Guidance on STEAM Education Integration. https://www.education.pitt.edu/news-and-media/new-study-gives-guidance-steam-education-integration
Understanding and Creating Art with AI: Review and Outlook, Feb. 2021, https://arxiv.org/abs/2102.09109
Computers in Human Behavior: Artificial Humans
Volume 1, Issue 2, August–December 2023, 100004
https://www.sciencedirect.com/science/article/pii/S294988212300004X
Exploring the Effectiveness of STEAM-Based Courses on Junior High School Students’ Scientific Creativity. https://www.frontiersin.org/articles/10.3389/feduc.2021.666792/full
Why The Arts Matter
https://www.arts.gov/art-works/2015/why-arts-matter
Do Schools Kill Creativity?
https://www.ted.com/talks/sir_ken_robinson_do_schools_kill_creativity?utm_campaign=tedspread&utm_medium=referral&utm_source=tedcomshare
A review of the effect of integrated STEM or STEAM (science, technology, engineering, arts, and mathematics) education in South Korea. https://apse-journal.springeropen.com/articles/10.1186/s41029-019-0034-y
Why study art?
https://www.tate.org.uk/art/talking-point/why-study-art
Presenters


















Session specifications
Topic:
Grade level:
Audience:
Attendee devices:
Attendee device specification:
Laptop: Chromebook, Mac, PC
Tablet: Windows, Android, iOS
Participant accounts, software and other materials:
Subject area:
ISTE Standards:
Facilitator
- Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
- Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
- Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.