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LEADERSHIPSUPPORTOVERSIGHT
VermontSTEAMEducation
EssentialElementsandStrategyGuidelines
April2025
IssuedbytheVermontAgencyofEducationProgram/StudentPathwaysDivision
LEADERSHIP|SUPPORT|OVERSIGHT
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VermontSTEAM:Education
EssentialElementsandStrategyGuidelines
(Issued:April10,2025)
TableofContents
Purpose 4
Introduction 4
ACallforSTEAMinVermontSchools 5
Science 5
Technology 6
ComputerScience 6
Engineering 6
Arts 7
ArtsEnhancement 8
ArtsIntegration 8
Mathematics 8
STEAMinAction 9
STEAMInstructionalPractices 10
TeachingPracticesSuitedforSTEAM 11
Interdisciplinary(TheRealityofSTEAM) 11
TransdisciplinaryLearning(TheDreamofSTEAM) 11
Project-BasedLearning 12
Design-BasedLearninginEngineering 12
CulturallySustainingPedagogy 13
CareerandTechnicalEducation 13
IncorporatinganEntrepreneurialApproachtoLearning 14
STEAMStories 14
ArtandTechnologyUnitedtoStrengthenStudentLearning 14
TheUseofSTEAMtoSolveaProblem 15
HighSchoolSTEAMIntegratedLesson 15
Assessment 16
AssessingSTEAMUnitsAcrossMultipleDisciplines 16
IncludeMultipleTypesofFormativeAssessmentLeadingtoaSummative
Assessment 17
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VermontSTEAM:Education
EssentialElementsandStrategyGuidelines
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FinalThoughts: 17
AppendixA 18
STEAMProgramArchitectureToolforSchools 18
ProgramArchitecture 18
1.Vision 18
2.Accessibility 20
3.Culture 21
4.Sustainability 23
5.InstructionalApproaches 24
6.Assessment 26
AppendixB 28
AppendixC 29
STEAMContinuumCard 31
Enhancement 31
Theme-Based 31
Inquiry-Driven 31
Co-Taught 32
Integration 32
AppendixD 33
BibliographyofTextualReferences 33
LEADERSHIP|SUPPORT|OVERSIGHT
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VermontSTEAM:EducationEssentialElementsand
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Purpose
ThepurposeofthisdocumentistopromoteSTEAM(Science,Technology,
Engineering,Arts,andMath)curriculaasbeingavitalevolutionofexistingSTEM
(Science,Technology,Engineering,andMath)andartspractices.STEAMisa
symbioticpartnershipthatbringstogetherdisciplinesthataretraditionallytaught
separately.ByimplementingaSTEAMplatform,educationalequityisdevelopedby
providingopportunitiesforlearnerswithdifferentacademicpassionsandstrengthstoengageinacollaborative,creative,andinnovativeacademiccommunitythatwillbetterpreparethemtobecollegeandcareerready.
Introduction
STEAMeducationisanall-encompassingapproachforinspiringinquiryandcuriosityinstudents.STEAMeducationintegratesScience,Technology,Engineering,theArts,andMathematicsascorecomponentsofteachingandlearning.STEAMoffersaconnected,interdisciplinarycurricularstructure,drivingstudentstodevelopcriticalthinkingand
problem-solvingskillswhileexercisingcreativityandinnovationthroughreal-worldlearningexperiences.
ItisimportanttoemphasizethattheuseofSTEAM,ratherthanSTEM,isnota
competitivenotion.STEMisnotdiminishedbutratherenhancedbyincorporatingthe
artsinanintegratedapproachthatinviteseducationalparticipationbyalllearners.By
integratingartintoSTEMeducation,weequipstudentswithaversatileskillsetthat
moreaccuratelyreflectsthedemandsofcontemporaryindustries.Thisholisticapproachnotonlyenhancestheirproblem-solvingabilitiesbutalsofostersthecreativityand
innovationnecessarytoaddresscomplexglobalchallenges.STEMremainsthemore
familiarreferenceforinitiativesfocusedonbolsteringstudentparticipationinthese
targetedcurricularareas.Assuch,AOEalsosupportsinitiativesunderaSTEMbanner,butseekstoexpandthisengagementtoincludethearts.
Inrecentyears,recognitionoftheimportanceofSTEAMeducationhasgrownduetoseveralfactors.
?Theglobaleconomy,becomingincreasinglytechnologicalandinterdisciplinary,requiresworkerstohaveawiderangeofskillsandknowledgeacrossdifferentdomains.
?Innovationandcreativityarekeydriversofeconomicgrowth,andSTEAMeducationisseenasawayoffosteringtheseskillsinstudents.
?GrowingdemandforworkersinSTEAM-relatedfieldsandashortageofskilledprofessionalsintheseareasisexpectedtocontinueinthecomingyears.
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?STEAMeducationprovidesstudentswithopportunitiestodevelopawiderangeofskills,fromanalyticalthinkingtocreativeexpression,thatarevaluablenotonlyforfuturecareersuccessbutalsoforpersonalgrowthanddevelopment.
?ByprovidingstudentswithastrongfoundationinSTEAMeducation,schoolscanhelppreparethemforsuccessinarapidlychangingandincreasinglycomplex
world.
ACallforSTEAMinVermontSchools
TheAOEdefinesSTEAMas:
Anauthentic,student-centeredlearningexperiencethattargetsthe
applicationandintegrationoftheknowledge,skills,andpracticesof
science,technology,engineering,thearts,andmathematics.
UtilizingSTEAMtodrivestudentlearning,biggerpictureoutcomesforstudentsare
achieved.The
VermontTransferableSkills
areconsideredoverarchingskillsthatare
criticalforsuccessinpostsecondaryeducationandcareers.Theseskillsarelearnedandassessedthroughmultiplelearningopportunitiesthatrequireactiveengagementofstudentstodemonstrateevidenceofproficiency.ThetransferableskillsarethebuildingblockstotheVermontPortraitofaGraduate(POG).ThePOGplacesmeritinlearneragency,globalcitizenship,academicproficiency,well-being,criticalthinking,problem-solving,andcommunicationskills.The
attributesthatarefosteredthroughthe
VermontTransferableSkillsandthePOGarecross-disciplinary.Awell-developed
interdisciplinarySTEAMcurriculumdirectlysupportsstudentsmeetingthe
expectationsofthePOGandVermontTransferableSkills.Foreducatorsto
implementSTEAM,itisimportantto
Figure1AOEIllustration.
understandhoweachsubjectbringsforththestrengthsneededtocreatetrue
interdisciplinarylearning.
Science
Scienceisthesystematicstudyofthenaturalworldthroughobservationand
experimentation.Thedisciplineisfocusedondiscoveringfundamentalprinciplesandlawsthatgovernthenaturalworld,aswellasunderstandingtherelationshipsbetweendifferentphenomenainthephysical,life,andearthandspacesciences.Asidefromthe
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connectionsofsciencecontentasacatalystfortheevolutionoftechnologyand
engineeringfields,scienceasadisciplinealsoexercisesthepracticesofhypothesizing,testing,drawingconclusionsandargumentsfromevidenceindevelopingmodels.
Thesepractices,alongwiththecross-cuttingconceptsofpatterns,structureandfunction,systems,energyandmatter,andstabilityandchangebring
interconnectednesstoSTEAMastheyarefoundthroughoutthedisciplines.
Technology
Technologyreferstothetools,processes,andsystemsthatarecreatedthrough
engineeringtosolvespecificproblemsormeetspecificneeds.Technologycanbe
physical,suchasmachinesordevices,ordigital,suchassoftwareand/orartificial
intelligence.Giventhatoursocietiesrunontechnology,itiscriticalthatstudentsbeginengagingwithtechnologyatayoungagetobuildfluency.Thisengagementshould
includenotonlytheuseoftechnology,butalsotheevolutionoftechnologyandits
socialandculturalimpacts.TechnologyundertheSTEAMumbrellawillhelpstudentsbothunderstandandvalueinnovationwhileopeningavenuesforcooperativelearningandcomputer-assistedinstructionthroughhands-onorproject-basedlearning
experiences.
ComputerScience
ComputerscienceisanimportantsubsetoftechnologythatoffersablendofknowledgeandskillsthatareintegratedintoallSTEAMareas.Computerscienceisdefinedasthestudyofcomputersandalgorithmicprocesses,includingtheirprinciples,theirhardwareandsoftwaredesigns,theirimplementationandtheirimpactonsociety
(K-12Computer
ScienceFramework)
.Computationalthinkingisafoundationalskillincomputerscience.AsdescribedwithintheISTEstandards,computationalthinkingisthehighestorderof
problem-solvingandisacross-curricularskillthatisunderstandabletobothmachinesandhumans.Astudentcreatinganewapplicationwouldutilizetechnologicalskillsandartisticdesignapproaches.Dependingonthecontentoftheapplication,contentworkcouldincludemathematics,engineering,andsciencecurriculum.
Engineering
Engineeringistheapplicationofscientificandmathematicalpracticeswithtechnologytodesign,build,andmaintainstructures,machines,systems,andprocesses.AsshowninFigure2engineeringutilizesaprocessofiterativedesignthatinvolvesdefininga
problem,proposingmultiplesolutions,andtestingandrefiningthosesolutionsovermultiplecycles.
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VermontSTEAM:EducationEssentialElementsand
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ByintegratingengineeringpracticesintheSTEAMclassroom,studentsareencouragedtoapproachlearningwithflexiblethinking,creativity,andinnovation,andwithan
opennesstorisk-taking.
Arts
TheAgencyofEducationdefinestheartsinSTEAMas:
Theinclusionofhumanities,languagearts,dance,drama,music,visual
arts,design,anddigitalmedia.
TheartswereaddedtoSTEMtorecognizetheimportanceoftheartsinfostering
innovation,communication,andcreativity.ArtisanessentialcomponentofanySTEMfieldasithelpstovisualizeandcommunicatecomplexconcepts,encouragesproblem-solvingandcriticalthinking,andallowsforexperimentationandexploration.Byadding
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the“A”toSTEM,STEAMeducationpromotesawell-roundededucationthatfurtherpreparesstudentsforthechallengesofthe21stcentury.
TheartsshouldbeappliedinSTEAMexperiencesthroughavarietyofartistic
representations.Considerationofhumanities,languagearts,dance,drama,music,
visualarts,design,and/ordigitalmediainthedesignofSTEAMcurriculaisessentialforhowtheartsbenefittheuserexperience.Forthistohappenholistically,intentionally,
andinameaningfulway,expertsintheartsshouldbeincludedinplanningSTEAMcurricula.
WhendesigningSTEAMexperiencesandinstruction,itisessentialtounderstandthe
differencebetweenartsenhancement,artsintegration,andSTEAM.Eachofthese
approachesincorporatesthearts.Itisimportanttounderstandthesubtletiesand
distinctionstoensurethesuccessfulimplementationofSTEAMpedagogy.
Arts
Integration
usesthefollowingdefinitionstohelpdifferentiateartsenhancement,arts
integration,andthemoreblendedSTEAMapproachthatistheworkofthisresource.
ArtsEnhancement
Artsenhancementisusedtoincreasestudentengagement.Thelessonisnotaligned
withstandardsfromtheartsandisonlyusedtohelpthelearningstaywithstudents.Itcanincludeanyartsandcontentareaandisbroadinitsdesign.Anexamplemightlooklikestudentscreatinganartworkaboutananimaltheydidabookreporton.This
requireslearnerstousearttomakesomethingtogowiththeactuallearning.Itdoesnotrequirenewlearningofthecontentbeingtaught.
ArtsIntegration
Artsintegrationiswhencontentistaughtandassessedequitablyinandthroughthe
arts.Theartsstandardsareassessedalongwithothercontentstandardsthatnaturallyalignwithoneanother.Acentraltopicisusedtocreateaconnectivefocusthatallowsfordeeplearning,application,andcreativity.Anexampleofcommunicatinginformationthroughartwouldbestudentscreatingatunnelbookthatvisuallycommunicatesfivefactsabouttheanimal,includingsuchthingsashabitat,diet,adaptation,etc.This
activityrequireslearnerstoinvestigatetheiranimalslikescientistsandthencommunicatetheirlearningthroughthecreationofvisualartwork.
Pleasesee
AppendixB
foranillustrationonthedifferencesbetweenartsenhancement,artsintegration,andSTEAM.
Mathematics
Mathematicsisthestudyofnumbersandideassuchasstructure,order,space,andchange.Itisasubjectthatisubiquitouslyinfusedintootherdisciplines,anditis
communicatedthroughauniversallanguage.
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VermontSTEAM:EducationEssentialElementsand
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Inmathematics,therearetwosetsofstandardswithintheCommonCoreState
Standards,thecontentstandards,andthepracticestandards.Thecontentstandards
addresstheskillsandknowledgethatastudentwilllearnateachgradelevel,andwhattheywillknowandbeabletodo.Thepracticestandardsaddressthehabitsofmindthatastudentshoulddeveloptoenhancetheirunderstandingofmathematicalcontent.
Thesepracticestandardsarelistedbelow.
1.Makesenseofproblemsandpersevereinsolvingthem.
2.Reasonabstractlyandquantitatively.
3.Constructviableargumentsandcritiquethereasoningofothers.
4.Modelwithmathematics.
5.Useappropriatetoolsstrategically.
6.Attendtoprecision.
7.Lookforandmakeuseofstructure.
8.Lookforandexpressregularityinrepeatedreasoning.
Thesestandardsarenotintendedtobetaughtinisolationbutratherwoventogethertoenrichthelearningexperienceofthestudent.Itiscommonforaparticularcontent
standardtobetaughtbyemployingmultiplepracticestandards;thishelpsstudentsto
betterunderstandtheconcepts.Thepracticestandardscanbeappliedinmanydifferentcontexts,includinginSTEAMapplications.WhetheraSTEAMactivitywillformally
addressmathematicalcontentstandardsornot,theeightstandardsofmathematicalpracticecanbeutilizedtodeepentheunderstandingofanytask.
STEAMinAction
AuthenticSTEAMinstructionincludesintentionaloutcomesthatalignwithstandards
fromdifferentcontentareas.Byaddressingstandardsfrommultipledisciplines,STEAMprovidesauthenticopportunitiesthatarerelevantandpowerfulandresultinlearning
thatisgreaterthanthesumofitsparts.STEAMisaboutaskingquestionsandthen
goingdeepintothosequestions.Itisrootedinstudent-driveninquiry,curiosity,being
abletoexploresolutionstoaproblemthroughmultiplelenses,applyingthosesolutionsinaniterativeprocess,presentingthem,andlinkingallthelearningtogetherintoan
interconnectedandintegratedexperience.
ThinkofSTEAMlikebuildingabridge.Asturdybridgerequiresboththestrengthofitsfoundationandthedesignofitsstructuretoworkeffectively.Thefoundation—like
scienceandtechnology—givesthebridgestability,whilethestructure—like
engineeringandthearts—shapeshowitfunctionsandlooks.Withoutthefoundation,thebridgewouldcollapse,andwithoutawell-designedstructure,thebridgewouldn’tserveitspurposeorinspire.Bothpartsrelyoneachother,workingtogethertocreate
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somethinggreaterthantheirindividualroles.STEAMoperatesinthesameway,witheachdisciplineenhancingandsupportingtheotherstobuildsomethingstrong,
functional,andinnovative.
Tofurtherbuildfromtheearlierartexamples,inanauthenticSTEAMunitstudents
mightinventanimalsforwhichtheyidentifytheclassificationoftheanimal,thephysicalandbehavioraladaptationsoftheanimal,andhowthosecharacteristicsenablethe
animaltothriveinastudent-engineeredhabitat.Therearemanywaysthatstudents
couldshowcasethislearning.Forexample,studentscouldbehavelikeataxonomist
andreleaseapuppetvideoexhibitingthenewdiscoveryofanimalstoanaudience.Thisunitrequireslearnerstorelyoncreativity,criticalthinking,problem-solving,and
innovationthroughinterdisciplinaryandinquiry-basedlearningexperiences.
STEAMInstructionalPractices
StudentsbenefitfromanintroductiontoSTEAMasearlyaspossibleintheireducation.Researchshowsthatpreschoolersarenottooyoungtounderstandwhatistaughtin
STEAM(
Bagiatietal.,2010
;
BybeeandFuchs,2006
;
DeJarnette,2012;
McLureet.al,
2017
).STEAMtapsintoayoungchild’sinnatecreativity,curiosity,andpersistence,andallowsthemtoworkcooperativelyandcommunicatewiththeirpeers.ThroughSTEAM,youngchildrenareexposedtoworkingwithitemsandmaterials,problem-solving,and
testingdesigns—allofwhicharekeyelementsofengineeringinstruction.STEAM
conceptsaresecondnatureforyoungchildren,astheyliketoexploreandexperimentwithintheirnaturalenvironment.InclusionoftheartscomponentprovidesadditionaloptionsforeducatorstopresentSTEMconceptstochildren,especiallyatearly
childhoodlevels.WhenstudentsareintroducedatayoungagetoSTEAMpractices,theytakethatknowledgeandexperienceandcontinuetogrowintransferableskillsfromSTEAMthroughouttheirentireeducation.
Foryoungchildrenwithspecialneeds,STEAMoffersastrength-basedapproachby
encouragingeducatorstofocusontheirstrengths,ratherthantheirdisabilities.Adaptingtheenvironment,materials,andinstructiontoensureeverychildcanparticipateand
fullyengageinSTEMlearningopportunities,cancreateanequitableSTEAM
environment.TheSTEMInnovationforInclusioninEarlyEducation(
STEMIE
)CenteroffersprofessionaldevelopmentguidesandSTEAMactivityideasforyoungchildren(0-5)withdisabilities.
STEAMisintendedtobetaughtcollaboratively.Educatorsarenotexpectedtobecomeexpertsinallfields;instead,theybecomeknowledgeableaboutwheretheirexpertiseintersectswithotheracademicareas.CollaboratingwitheducatorswhohavedifferentareasofexpertiseenhancesthedevelopmentofstrongSTEAMpracticesand
implementation.EducationalleadersareencouragedtopromotealleducatorsasessentialcontributorstoauthenticSTEAMlearning.
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WhenSTEAMisisolatedintoasiloedclasswithateacherlabeledasthe“STEAM
teacher,”itdefeatsthepurpose.However,havinga“STEAMteacher”laythefoundationworkandbegiventimetocollaboratewithothereducatorsisastart.Ideally,all
educatorsincorporateSTEAMexperiencesintheirteachingandhaveaccesstoaSTEAMcoordinatororcoachtoassistthem.
Pleasesee
AppendixC
foranillustrationtakenfromArtsIntegration,withpermission,thatshowsthecontinuumofSTEAMinpractice.
TeachingPracticesSuitedforSTEAM
ThefollowingpracticesaresuitedforSTEAMbecausetheybreakthemoldofthetraditionalclassroomandcurriculumdevelopmentpractices.Instead,these
methodologiesemphasizethepedagogythatwillbetterprepareourstudentstobecollegeandcareerreadyinthe21stcentury.
Interdisciplinary(TheRealityofSTEAM)
Aninterdisciplinaryapproachtoeducationintegratescontent,skills,andperspectivesfrommultipledisciplinesintoacohesivelearningexperience.Itallowsstudentsto
engageinalearningprocesstoexploretopics,thinkcritically,andsolveproblemsthatreachbeyondthescopeofasingledisciplineandenablesstudentstopracticeusingskillsinreal-world,authenticcontexts.Keyknowledgelearnedandexploredin
interdisciplinarylearningshouldbesymbiotic;whenstudentsareengagedin
interdisciplinarylearning,theyarelookingatacommonthemeorissuethroughthelensesofdifferent,individualdisciplines.Thisresultsinmorethanonesubjectareabeingevidentinafinalproduct.
TransdisciplinaryLearning(TheDreamofSTEAM)
Transdisciplinarylearningtranscendsthepedagogicalpracticesthathappenin
traditionalschoolsubjectsandsettings.Educatorsfromdifferentdisciplines
collaborativelyleadstudentstoworktowardacommonend-productorgoal.Learningisdirectlyappliedtoareal-worldcontextandistaughtthroughacohesivecurriculumin
whichstudentsworktogethertosolveamultifacetedproblem.Atransdisciplinary
curriculumisinnovativeandbuiltonafoundationofcooperationandintentionalityinitsdesign.Theseexperiencescanbeviewedascollaborativelearningopportunities
betweenteachers,students,fieldexperts,andthecommunity.
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VermontSTEAM:EducationEssentialElementsand
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Figure3AOEIllustration.
Project-BasedLearning
STEAMpedagogyoffersastrongavenuethroughwhichproject-basedlearning(PjBL)canoccur.SimilartoSTEAMpractices,successfulPjBLreliesonauthenticand
culturallyresponsivelearningopportunitiesthataremeaningfulandrelevanttostudents’livesandprovideopportunitiestopresentevidenceofstudentlearningincreativeways.ByaligningaPjBLunitwithaSTEAMplatform,studentscanapproachaprojector
community-basedissuethroughtwoormoredisciplinarylensesinwhichtheyresearchtheproblem,ideate,thencreateasolution,andassess(andimproveupon)their
designs.EducatorsshouldknowthatPjBLcanbeSTEAMbutthatSTEAMisnot
necessarilyPjBL.IntegratingSTEAMwithPjBLreinforcesthepremisethatreal-worldproblemsdonotexistinasubjectsilo.Rather,effectiveproblem-solvingoccursthroughcollaborationandbyutilizingtheknowledgeandpracticesevidentininterdisciplinaryortransdisciplinarylearning.
Design-BasedLearninginEngineering
Design-BasedLearning(DBL)inEngineeringprovidesstudentswithopportunitiesto
developtechnologicalimprovementsand/orsolutionstoproblems.Drivenbydesignandinquiry,DBLinEngineeringprovidesenvironmentsthatallowstudentstofeeltheyhavechoiceandfreedomintheirdesign.DBLprovidesopen-endedengineeringdesign
problemsthatcanintegratetheotherdisciplinesofSTEAM:science,technology,the
arts,andmath,enablingacohesive,connectededucationalexperience.Studentscomeintoourclassroomswithdifferentinterestsandstrengths.IncorporatingSTEAMinto
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DBLallowsstudentstohighlightthesestrengthsandengagesstudentsincontentandskillsthattheymayotherwisenotwillinglyaccessoracknowledge.
CulturallySustainingPedagogy
InterdisciplinarylearningexperiencessuchasSTEAMcanplayasupportingrolein
culturallysustainingpedagogy(CSP).Mostbroadly,CSPisa
pedagogy
thatseeksto“fosterandperpetuatethelanguagesystems,literacies,andculturesofdistinctgroups,especiallymarginalizedcitizens.”ThesedistinctgroupsincludeallwhoareminoritizedandunderrepresentedinSTEAMfields(e.g.,youngwomenandgirls,LGBTQ+
community,BIPOC).
Aculturallysustaininglearningenvironmentneedstoapproachindividuals’culturesasanassettotheeducationalexperience.Throughthearts,studentsbecomeawareofthedifferencesinthehumanexperience.AlthoughSTEMisvitaltotheprogressionof
humanexistence,theartscanprovidetheabilitytounderstand,communicate,andeffectivelyinteractwithpeopleacrosscultures,essentialforcollaborativeproblem-solving.
CareerandTechnicalEducation
CareerandTechnicalEducationcentersplayacriticalroleinprovidingopportunitiesforSTEAMlearningtotakeplace.Theseprogramspreparestudentsforsuccessfulcareersinhigh-demandindustriesandhelptobridgetheskillsgapintheworkforce.CareerandTechnicalEducation(CTE)Centersaredesignedtoprovidestudentswithhands-on
experienceandreal-worldtraininginSTEAMfields,preparingthemforcollegeandcareersinhigh-demandindustries.CTEcentersprovidestudentswith:
?Currentfieldspecifictechnologies;
?Problem-basedinstruction;
?Longerclass/instructionalperiods;
?Deliverymethodsthatrequireacademicknowledgeforskilldevelopment;and
?Partnershipswithlocalbusinesses.
Historically,CTEcentersprovidestudentswithamostly“l(fā)earntobuild”modelof
education.However,byprovidingstudentswithmoreopportunityfor“buildtolearn,”studentswillgainessentialskillstoenterthecurrentworkforce.Makingthings,(i.e.,
project-basedactivitiesthatincorporateallfiveelementsofSTEAM)istheon-rampforproducingwell-rounded,multidisciplinaryemployees.
CTEcenterscanadoptaSTEAMrichenvironment.AseducatorTonyWagner
explainedinhisbookCreativeInnovators,aSTEAMmindsetcanbecultivatedbymovingfrom:
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?individualachievementtocollaboration;
?specializationtomultipledisciplines;
?riskavoidancetoexperimentation;
?consumingtocreating;and
?extrinsicincentivestointrinsic.
Byprovidingmore“buildingtolearn”opportunitiesusingaSTEAMproject-based
learningapproach,studentswillnaturallybecomemoreflexibleproblem-solversandresourcefulinnovators.Theywillbecomemoretech-oriented,greaterrisktakersandgreatercollaborators.CTEcentereducatorsareencouragedtobuildSTEAMcurriculaintotheircurrentpracticestobetterpreparestudentsfor21stcenturyworkforceneeds.
IncorporatinganEntrepreneurialApproachtoLearning
Tomorrow’strendsandgreatideasareoftencreatedbychildrenandyoungadults.
SomeVermontmiddleandhighschoolshavebegunincorporatingelementsof
entrepreneurialactivitieswithameasureofsuccess.STEAMeducationasan
interdisciplinaryapproachisakeycomponenttoathrivingentrepreneurialecosystemthathelpsinventorsandaspiringbusinessmindssucceedindevelopingnewideasandbringthoseideastomarket.STEAMeducationinpubliceducationisthebasisfor
buildingamakermindsetandthe“onramp”forinnovation-drivenentrepreneurship.Entrepreneurshipisthe“whatwewilldowithourcreation/solution”aspectof
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