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STEAM Education

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STEAM Education

Introducing STEAM education learning program with the well equipped lab (models, equipments, digital tools and resources) in our campus from session 2024-25.

STEAM is an educational approach that incorporates the arts in to the more familiar STEM model, which includes science, technology, engineering, arts and mathematics.

 

Benefits of learning STEAM in early childhood.

 

  • STEAM activities provide a hands-on and interactive learning experience for kids.

  • STEAM activities can help kids develop a wide range of skills, including problem-solving, critical thinking, and creativity.

  • STEAM activities can also help kids develop important social skills, such as teamwork, communication, and collaboration.

  • This can be especially beneficial for kids who might struggle with more traditional forms of education.

 

What are the best ways to integrate STEAM Education across different subject levels 

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Project Base learning

Project-Based learning

​One of the most effective ways to integrate STEAM education is to use project-based learning (PBL), which involves engaging students in authentic, real-world challenges that require them to apply their STEAM knowledge and skills. PBL can be adapted to any subject and level, and can also incorporate other disciplines, such as arts, humanities, or social studies. For example, students can design and build a model bridge, create a video game, or investigate a local environmental issue.

Inquiry-Based learning

Another way to integrate STEAM education is to use inquiry-based learning (IBL), which involves asking students open-ended questions that spark their curiosity and encourage them to exlpore, experiment, and discover. IBL can help students develop their scientific literacy, mathematical reasoning, and technological fluency. it can also foster a culture of inquiry and collaboration in classroom. For example, students can ask and answer questions about properties of materials, the patterns of data, or effects of variables.

Inquiry Based Learning
Cross Curuicular

Cross-cirricular connections

A third way to integrate STEAM education is to make cross-curricular connections between different subjects and topics, and show students how STEAM relates to their lives and interests. Cross-curricular connections can help students see the relevance and applicability of STEAM, and also expose them to different perspectives and contexts. For example, students can learn about the history and culture of ancient civilizations through their engineering achievements, the art and music of different genres through their mathematical principles, or the literature and language of different authors through their scientific influences.

Digital tools and resources

A fourth way to integrate STEAM education is to use digital tools and resources that enhance and extend student's learning experiences. Digital tools and resources can provide students with access to information, simulations, games, and interactive media that support their STEAM learning. They can also help students develop their digital literacy, creativity, and innovation skills. For example, students can use online platforms, apps, or software to conduct research, create presentations, code programs, or collaborate with peers.

Digital toolds
Student voice

Student Voice and choice

A fifth way to integrate STEAM education is to give students voice and choice in their learning process and outcomes. Students voice and choice can help students develop their autonomy, motivation, and engagement in STEAM learning. It can also help students personalize their learning according to their interest, needs, and goals. For example, students can choose their own topics, questions, or problems to investigate, their own methods, tools or materials to use, or their own ways to demonstrate or share their learning.

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