Course description:
STEAM (Science, Technology, Engineering, Arts and Mathematics) integration in learning is becoming increasingly important worldwide. STEAM in today’s Finnish and European schools represents a dynamically developing, but largely unexplored field. The development of collaborative and inter-, multi-, and transdisciplinary problem-solving capabilities that enables students to discover unexpected connections between different aspects of complex phenomena, is not only an effective tool, but one of the most important goals of today’s learning societies. Based on a brief overview of the Finnish and European “STEAM-scape”, the course introduces some of the major trends, opportunities and current challenges of inter-, multi-, and transdisciplinary mathematics learning combined with tools and technologies. From a didactical point of view, we will examine (a) STEAM concepts’ compatibility with phenomenon-based learning and the ‘multidisciplinary learning module’ in the current curricula; (b) problem-solving based combination of hands-on and digital modeling in the process of STEAM-learning; (c) study and practical support for teachers in interactional organization of technology supported exploratory learning situations in STEAM settings.
Course content:
This course offers a broad spectrum of tools and methods to approach the STEAM methodology. The course consists of several modules which can be combined and/or selected according to the number of training days agreed. All of the examples are based on Experience Workshop Global STEAM Network-Finland and its international partners’ projects.
Opening Module: General Introduction to STEAM.
A brief overview of the Finnish and European “STEAM landscape”. Trends, opportunities and current challenges in inter-, multi- and transdisciplinary mathematics learning and teaching. In a didactical perspective will be explored:
- the compatibility of STEAM concepts with phenomenon-based learning and the “multidisciplinary learning module”
- the concept of practical and problem-based digital modeling in the STEAM learning process
- the organization of technology-enhanced discovery learning situations in the STEAM environment.
Module 1: Frozen Mathematics
Learning mathematics and art through discovery. Exploring the hidden symmetry and beauty of snowflakes through hands-on and digital modeling.
Module 2: Molecular Football & Nano-Basketball
Science & Art fun, games and deep learning with buckyballs, nanotubes & crazy structures, all supported by hands-on modeling, collaborative problem-solving and GeoGebra apps.
Module 3: Ice Domes on the Table
In this workshop, we introduce a STEAM learning activity based on the construction of geodesic domes. This workshop will engage participants in various preliminary and exploratory constructions, while also applying the geometry of geodesic domes to approximate hemispheres. The story starts at building the world’s largest ice dome and ends on the top of your table.
Module 4: Renewable Energy Resources for STEAM Learning. Windmills in the Classroom
The “multidisciplinary learning module” in Finland emphasizes the complexity of natural phenomena, which can be understood only in context and by employing multiple perspectives based on the combination of various subjects. In this workshop, we explore how to construct windmills in the classroom and what we can learn from it from the point of view of various subjects. The program fulfills several requirements of the new Finnish curriculum, and has proved to be successful in other educational cultures, different from the Finnish as well, by providing opportunities to make discoveries through the STEAM integration by doing.
Module 5: Creative STEAM Robotics. Build & Code your own Robot Soccer Player!
Connecting areas of Science, Technology, Engineering, Arts and Mathematics in the learning process – as known as STEAM – can get a real boost when it comes to robotics. Participants are welcome to try Experience Workshop’s 4Dframe hands-on robotics toolkit to create any kind of constructions. Bring your Android-based mobile or tablet if possible to get your robot controlled wirelessly. See Experience Workshop’s 4Dframe Micro:bot video below.
Final Module: Take Home your Innovation!
At the end of each course, we give feedback to each other on what we have discovered and learned, and what we can apply in our own pedagogical work in the future.
Target group:
Educators involved in the broad areas of STEAM can gain inspiration from a methodology that combines artistic visions with scientific thinking patterns. Educators in the field of mathematics, computer science, different fields of natural sciences, engineering and any field of the arts (music, visual arts, crafts/technology). Physical education teachers can also be linked through the art of movement. Language teachers, special education teachers can as well get inspired by this methodology.
Erasmus+ priority corresponding to the course:
Depending on the selected modules:
-
- Promoting interest and excellence in science, technology, engineering, and mathematics (STEM) and the STEAM approach.
- Tackling learning disadvantage, early school leaving and low proficiency in basic skills
- Development of key competences
- Digital transformation
- Environment and fight against climate change
- etc.