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STEM in the Classroom: From Fairy Tales to Creation Stations

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Interactive Session
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Session description

Explore how storybooks can launch hands-on innovation! In this interactive session, participants will discover ways to connect classic tales with STEM challenges that build creativity and problem-solving. Attendees will engage in a fairy-tale-themed STEM activity and leave with classroom integration ideas.

Outline

0–10 minutes | Hook: Stories that Build Curiosity

Welcome and overview of story-driven STEM learning.

Group brainstorm: “Which story would make a great STEM challenge?”

Quick discussion of student engagement benefits.

10–25 minutes | Model Classroom Examples

Showcase successful K–5 examples:

Three Little Pigs → Build a Stronger House Challenge

Rapunzel → Help the Princess Excape

Tortoise & the Hare → Create Race Car

Attendees analyze how literacy, collaboration, and design thinking connect.

25–50 minutes | Try the “Story-to-STEM” Challenges

Participants rotate through several quick, hands-on STEM challenges inspired by familiar fairy tales (e.g., build a tower for Rapunzel, design a raft for The Three Billy Goats Gruff, or test parachutes for Jack’s Golden Egg).

Each challenge models how literacy connections spark engineering design thinking and collaboration.

As they work, attendees reflect on classroom adaptations, differentiation, and assessment ideas.

Brief peer share-outs follow each mini-challenge to highlight creative problem-solving and student engagement strategies.

50–60 minutes | Reflect and Extend

Gallery walk of participant-created plans.

Reflection: “How will this spark creativity and agency in your classroom?”

Access QR code with shared templates, book lists, and resource links.

Engagement Tactics:

Peer collaboration and brainstorming

Hands-on design and planning task

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Outcomes

After this session, participants will be able to:

Introduce a STEM challenge inspired by a fairy tale or storybook.

Connect reading comprehension and engineering design to deepen student engagement.

Leave with a plan outlining materials, prompts, and literacy connections ready for classroom use.

Participants will take away a concrete artifact — a sample lesson to try with their students.

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Supporting research

Dearybury, J., & Jones, J. P. (2020). The playful classroom: The power of play for all ages. Jossey-Bass.

Dearybury, J., & Jones, J. P. (2022). The playful life: The power of play in our everyday. Jossey-Bass.

Needles, T. (2020). STEAM power: Infusing art into your STEM curriculum. International Society for Technology in Education (ISTE).

Woods, C. (2020). Daily STEM: How to create a STEM culture in your classroom and community. EduMatch Publishing.

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Presenters

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Literacy & Innovation
Randolph Elementary

Session specifications

Topic:

Project-, Problem-, and Challenge-Based Learning

Grade level:

PK-5

Audience:

Curriculum Designer/Director, Librarian, Teacher

Attendee devices:

Devices not needed

Participant accounts, software and other materials:

None

Subject area:

Interdisciplinary (STEM/STEAM), Language Arts

ISTE Standards:

For Students: Innovative Designer, Creative Communicator

Transformational Learning Principles:

Ignite Agency, Connect Learning to Learner

Disclosure:

The submitter of this session has been supported by a company whose product is being included in the session

Influencer Disclosure:

This session includes a presenter that indicated a “material connection” to a brand that includes a personal, family or employment relationship, or a financial relationship. See individual speaker menu for disclosure information.