Concept by: Alessandro Pumpo
STEM disciplines (Science, Technology, Engineering, and Mathematics) identify fundamental life skills for today’s students—as they are central to both future jobs and the development of modern society. Yet, introducing STEM in school curricula is often made difficult because of the “cold” mental stance usually associated with the mastery of STEM.
By integrating “Arts & Design” into STEM, STEAM represents the most novel approach within the STEM universe. STEAM education provides an opportunity to formally teach in a fun environment showing the relationships between subjects and real-life, therefore increasing a sense of motivation, self-efficacy, and problem-solving skills.
STEAM makes it significantly easier to introduce STEM in your classroom, or school, and also promotes creativity together with rationalization. It also allows for integrating the four Cs (creativity, collaboration, communication, and critical thinking) within STEM. When Arts & Design are added to STEM, STEM becomes more meaningful to many students and engages them creatively and critically in their learning.
The course will introduce teachers to the STEAM universe. As a participant, you will take part in a series of hands-on activities designed to develop both “hard” and “soft” skills at the intersection between STEM subjects and Arts & Design. You will explore STEAM-style exercises requiring collaborative work in a stimulating, international environment and share ideas and intuitions with other colleagues.
Much of the course will help and encourage you to develop novel strategies to promote STEAM learning among your students. It will show you how to engage your learners in sharing ideas for cross-disciplinary dialogue, inquiry, and problem-solving. As a course participant, you will also take part in group discussion and design thinking practices to train other teachers to use STEAM. Thus, by the end of the course, you will develop a whole set of novel skills to introduce the STEAM framework effectively into your school.
The course will help the participants to:
- Identify the key features of STEM and STEAM.
- Define learning objectives that integrate STEM and Art & Design subjects to increase student engagement in learning.
- Connect and relate different subjects through creative STEAM activities, based on real-life and concrete experiences.
- Build an authentic STEAM lesson.
- Trust the importance of play, fun, and engagement in learning.
- Incorporate art and design-related skills into the general learning environment and curriculum.
The schedule describes likely activities but may differ significantly based on the requests of the participants, and the trainer delivering the specific session. Course modifications are subject to the trainer’s discretion. If you would like to discuss a specific topic, please indicate it at least 4 weeks in advance.
Day 1 – Course introduction & Improving your teaching
- Introduction to the course, the school, and the external week activities;
- Icebreaker activities;
Improving your teaching
- Introduction to STE(A)M. • How to improve teaching.
- Teacher as trainer.
- Presentations of the participants’ schools.
Day 2 – Staring a STEAM PROGRAM
- How to start a STEAM PROGRAM in your class.
- Individual and group practical activities.
- Cases presentation.
Day 3 – Practical activities
- Practical exercises, DIGITAL STORYTELLING, CREATING AND DESIGNING.
- Visit to bridge(s) in Barcelona.
Day 4 – Individual and group work
COMMUNICATION AND COLLABORATION in STE(A)M, individual and group practical activities
Day 5 – Study visit & Course closure
Study visit to DES-HUB Museum of Art, Design and Technology and Work session: preparation of Masterpiece.
- Course evaluation: round up of acquired competences, feedback, and discussion;
- Awarding of the course Certificate of Attendance;
Day 6 – Excursion
Excursion and other external cultural activities.
- Teachers: primary, secondary, vocational, adult, special needs;
- Teacher trainers;
- Managers of schools.