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The Possible Zone: An Interdisciplinary H.S. STEAM Playground

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HBGCC - 006CD

Creation Lab
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Session description

Join us for a teacher/student-led workshop featuring engaging interdisciplinary STEAM projects at The Possible Zone (TPZ). Stations are co-facilitated by TPZ educators and students - showcasing unique projects like dance/electronics, creative coding, podcasting/storytelling, graphic design/digital mural, and e-textile design that enhance learning and outcomes.

Outline

I. Introduction to the Playground (10 minutes)
Overview: Welcome participants and explain the purpose of the playground, emphasizing the integration of STEAM concepts.
Structure: Outline the flow of the session, including station rotations and expected outcomes.

II. Interactive Stations (40 minutes total, 5 stations, 8 minutes each)
Participants will rotate through five dynamic stations, each showcasing a unique STEAM project.

1. Creative Coding Station
Activity: Use p5.js to create interactive digital art.
Learning Goals: Understand basic coding concepts and explore creative expression through technology.
Materials: Laptops, p5.js access, digital art resources.
Facilitator Role: Guide participants through coding basics and provide examples of completed projects.

2. Make Big Things - Engineering Challenge Station
Activity: Design and build a bridge or structure using everyday materials (e.g., straws, popsicle sticks).
Learning Goals: Apply engineering principles and problem-solving strategies in a hands-on environment.
Materials: Various building materials, rulers, and measuring tools.
Facilitator Role: Support teams in brainstorming and building, offering insights into engineering design.

3. Graphic Design / Coding / Digital Mural
At the Graphic Design, Coding, and Digital Mural Station, participants will explore the creative possibilities of combining graphic design and coding to produce stunning digital murals. This interactive station invites educators to harness the power of technology and artistic expression, demonstrating how coding can be used to enhance visual art.

4. Dance and Electronics:
Activity: Participants will engage in activities that involve using motion sensors to capture dance movements, creating wearable technology with LEDs, and developing interactive choreography that incorporates electronic elements.
Learning goals: include enhancing creativity through the integration of dance and technology
Materials: motion sensors, LED lights, and basic electronics.
Facilitator role: will guide participants in exploring these concepts and provide support during the activities.

5. Podcast and Storytelling Station
Activity: Create a short podcast or audio story incorporating narrative techniques and sound design.
Learning Goals: Develop skills in storytelling and audio production, fostering communication and creativity.
Materials: Recording devices or smartphones, audio editing software, script templates.
Facilitator Role: Provide guidance on effective storytelling and technical support for recording and editing.

III. Reflection and Group Discussion (10 minutes)
Activity: Gather participants to share insights from their experiences at each station.
Discussion Prompts: What did you learn at each station? How can you integrate these projects into your classroom? What challenges do you foresee, and how can they be addressed?
Facilitator Role: Encourage participation, summarize key takeaways, and facilitate connections between experiences.

IV. Goal Setting and Action Planning (10 minutes)
Activity: Participants will set personal professional learning goals related to integrating STEAM projects into their teaching.
Materials: Goal-setting worksheets or templates.
Facilitator Role: Provide examples of achievable goals and strategies for implementation.

V. Conclusion and Resource Sharing (5 minutes)
Wrap-Up: Summarize the key concepts covered in the playground.
Resources: Share additional materials, websites, and tools for further exploration of STEAM education.
Facilitator Role: Encourage participants to continue collaborating and sharing their experiences beyond the session.

Total Time: 1 Hour

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Supporting research

https://onlinelibrary.wiley.com/doi/10.1002/jee.20112

https://www.tandfonline.com/doi/full/10.1080/10632913.2017.1292973

https://www.sciencedirect.com/science/article/pii/S1877050913011174?via%3Dihub

STEAM Education: Theory and Practice By Khine and Areepattamannil

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Presenters

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Educator/Advisor II
The Possible Zone
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Lead Educator
The Possible Zone

Session specifications

Topic:

Innovative Learning, Making and Fabrication.

TLP:

Yes

Grade level:

9-12

Audience:

Curriculum Designer/Director, Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows

Subject area:

Interdisciplinary (STEM/STEAM)

ISTE Standards:

For Educators:
Learner
  • Set professional learning goals to apply teaching practices made possible by technology, explore promising innovations, and reflect on their effectiveness.
  • Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.

TLPs:

Spark Curiosity, Ignite Agency

Additional detail:

Student presentation