Maker Spaces. Elementary. Middle School. High School. Classrooms-carts Media Centers. Converted Mod Tech Flexible Spaces
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1 STEAM Update Karl Brown, Director of Technology Susan Herder, Instructional Technology Coordinator Maddie Zukowski, Kindergarten Teacher Mike Lundberg, Middle School Teacher
2 Maker Spaces Elementary Middle School Classrooms-carts Media Centers Converted Mod Tech Flexible Spaces High School Media Centers Wood Shop/ Mod Tech Art Robotics
3 STEAM Carts Low/No Tech Medium Tech High Tech Self-Contained Mobile Carts Bring the materials to the classroom
4 Tech-Related Equipment and Software Hardware/Equipment Desktops, Laptops, Chromebooks,Tablets 3D Printers, Laser Cutter/Engravers, Vinyl Cutters, CNC Routers Robotics (Vex, Lego, Bee Bots) Physical Computing (Raspberry Pi, Arduino) Software Autodesk (Autocad, Inventor), Sculptris, Corel Draw, TinkerCad, Adobe Creative Cloud Scratch, Python, JavaScript, AppLab,
5 Career Pathways- High School-Fall 2018 Construction- Design and Fabrication Solar Careers Virtual Welding instruction Community/Business partnerships Blending simulation with real-world application
6 Application
7 Transportation Challenge
8 Community Nights
9 Coding on Chromebooks TPT is offering free professional development through a partnership with Code.org. Focus for 2018 is Grades 6-12 Middle school teachers have applied to be part of this program.
10 Math to MakerSpace
11 Kindergarten
12 STEAM Creation Stations Low tech portable cart All reusable materials The teacher serve as a facilitator Paired with literature Kindergarteners LOVE it!!!
13 The Many Uses of the STEAM Creation Station daily Creation Station morning work group collaborative problem solving challenges inventions
14 Positive Impact of STEAM Work Developing problem solving and critical thinking skills How to work collaboratively Kindergarten version of a design thinking process Building grit Interdisciplinary Every child is able to reach success
15 Middle School
16 Mike Lundberg - HV Innovation Science and Math STEAM education is about shifting learning from consumption to creation. Seeking to help students take control of their future through making.
17 STEAM programming promotes the interdisciplinary, hands-on application of learning. It provides thinking routines to students to help them solve problems, and see failure as a learning opportunity. Innovation math and science emphasizes 21st Century Skills: collaboration, communication, creativity and critical thinking. HVInnovation Twitter
18 6th Grade Innovation 1.0 Intro to Engineering: Focus on engineering design process and collaboration skills Cameo Laminate Cutting: Silhouette Studio 3-D Printing: Tinkercad Laser cutting/engraving: CorelDraw Introduction to computer programming: (introduction to Python) Raspberry Pi: traffic light, camera, sense hat, sonic pi
19 7th Grade Innovation 2.0 Scratch Block Coding - Game design Vex Robotics - Coding using block version of RobotC Specific challenge based projects 8th Grade Advanced Robotics Continue with RobotC language but include sensors, program loops for solving more complicated challenges.
20 8th Grade Innovation 3.0 Digital Fabrication: 3D (Autodesk) and Laser Renewable Energy: Wind and solar testing and construction Biomedical Engineering: Pacemakers - Arduino C++ Physical Computing: Rovers (Mars or Underwater) - Raspberry Pi Python
21 STEAM LEARNER OUTCOMES Creativity: I can...generate creative ideas that demonstrate flexible, outside the box thinking. Observe, Question, Explore, Explain: I can...engage in close observation, generate questions, explore possible answers, and support arguments with evidence. Collaboration: I can...effectively collaborate with peers and positively build off of the ideas of others. Using Feedback: I can...seek out and use critical or negative feedback to improve a prototype. Empathy: I can...define a problem with understanding of how those most impacted by it actually experience it Analyzing Data: I can...gather, analyze and make sense of data. Perseverance: I can...remain engaged and persistent when experiencing struggle or failure. Creation and Presentation: I can...create a finalized product and present it to an authentic audience. Reflection: I can...accurately reflect on what I ve learned, and how I went about learning it.
22 Highview Student Portfolios Each student at Highview will create a portfolio that showcases their progress toward one of nine STEAM learner outcomes. Student Example Creativity Observe, Question, Explore Collaboration Using Feedback Empathy Analyzing Data Perseverance Creation and Presentation Reflection
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