The ultimate goal for STEM and STEAM educators is integrated projects (units) where subject specialists work together to create common units focused on solving a problem. They could all work together, multiple classes and teachers, in an open space. Or, they can still work in their separate spaces, on their particular components, and they are all woven together in the “product”, presentation and reflection.
To achieve that in a meaningful way means that we need to start at the end. We need to decide what we want them to achieve (product, knowledge, presentation) and what various subject outcomes will be assessed first. The focus must always be on the learning if this educational approach is sustainable. Each subject has different colour post-it notes, one note per activity and outcome, and they can be plotted and re-plotted to work out the final unit and lesson sequence. Students also need to know why they are doing a particular project to give them purpose and goals.
Georgette Yackman identifies that the best projects are reality based. In other words linked to real situations, community needs, and useful beyond the classroom. This is why she recommends starting with the Social Sciences (Arts) rather in the sciences. Tapping into local issues, student concerns and interests, as well as broadening their world view through exploring other’s experiences and situations give teachers wide scope for open ended projects.
Many of the presenters at the ITEEA Conference stressed that STE(A)M support students prepare for a world where many of the jobs they will do are yet to exist, a world where they will need to be active in finding solutions to global issues.
Georgette identified eight core areas that make up “The Designed Worlds”: Medical & Biomedical, Agriculture and Biotechnology, Constructions, Manufacturing, Information and Communication, Transportation and, Power and Energy. If teachers can incorporate one or more of these into the project, then students are going to build the skills and knowledge needed for the workforce.
In particular, Entrepreneurship has been identified as a key skill and focus for the future. We need to develop our human capital as this is where future careers will evolve from. Within the Science fields, biochemistry, biomedical and biotechnology are the key for future jobs but are rarely taught and explored in schools.
Importantly, the skills this educational approach will develop are far more than the subject content and skills. The so-called “soft skills”, the 4 Cs, that are key to a successful project are even more valuable and transferable: critical and creative thinking, collaboration, and communication. These soft skills are the essential skills all students need, even though they are rarely included in state testing.
All projects should be created using the design process model. This becomes the constant structure between projects and assists in building the 4 Cs. The process works for all subjects, not just STEM and is something I will be playing more with when creating new units.
Schools could do one Grand Design Challenge a year (like the STEM Academy) that purposefully integrates multiple subjects with a big presentation at the end, particularly with a community element, as well as run mini challenges (one week or more) that integrate a number of subjects. Certainly, you couldn’t just jump into a full integrated curriculum!
There were lots of great projects shared over the 3 days of the conference. Here are some of them, and I have added to some of them to make stronger English connections:
- Entrepreneurship project based on Trip Advisor, Yelp etc- groups choose a restaurant with high reviews to focus on. They look at all aspects of the business – dietary, budgets, aesthetics, tables, promotion, jingles etc. Then they can have options: create a presentation on why it is so successful (hopefully including the owners), based on their research they can make recommendations re improving another business or they can use their investigation to design and present (maybe in Shark Tank style) a new successful restaurant.
- Production and Marketing project. Student groups can examine a chosen product for its manufacture, packaging and marketing. Can they improve the packaging and marketing? How would the product, its packaging and marketing need to change if we changed a variable: it is 100 years in the past (or future), you change the target audience, you can only use sustainable materials etc. ** Could amp up the English component beyond persuasive techniques and visual literacy etc by use their study of real products to create a product needed in the text being studied, could even produce a product representative of a key concept or value.
- Design and create a video game or app for the novel, film, poetry etc that they are studying. Will need to explore visual design, decide on format eg Scratch or Unity, learn code, think about story elements (plot, character, setting etc).
- Fairytales and Nursery Rhymes– are they possible in real life. Students could explore children’s stories, such as the Three Little Pigs, to see if what happens in the story is actually possible. Also can add history of both, key authors etc. Great addition to this for English would be to explore how fairy tales would need to change to suit the modern world. Could use the Guardian version as hook. Could design as a picture book, a video etc. Could also rework the original so it was scientifically possible based on their findings.
- What are the factors for Olympic or Commonwealth Games success? Explore past games, analyse results, compare to country data (population, wealth, income, health, climate etc), present results and recommendations. Pitch for the next games and what we could do to improve our results? What would be our mascots, branding etc?
- Things Come Apart – students explore the picture book. Then, groups bring in a machine to pull apart (and see how it works). Once it is fully apart, they can reorganise the pieces to create an art work. These can then be published into their own picture book. Could be easily linked to Shaun Tan’s ‘The Lost Thing’. Variations: Display the art works as a gallery. Use the machine’s parts to create characters and settings for a stop motion video.
- Free Little Libraries – use as inspiration for their project. Create the actual library (best size, shape, materials, protection from elements, protect books etc) as well as develop the rules for borrowing, publicity for project, approaching donors etc. Lots of great how-to movies for students to explore (and also create). Research why we should be reading more – analysis of research articles. Could also create their own article based on their research. Could pitch to City Council, P&C, SRC etc.
- Steampunk unit – explore the genre via different texts as well as Victorian literature and history which is the starting point for the genre. Students to create their own steampunk characters including designing/creating their costume complete with industrial elements. Can create profiles, combine all characters of the group into short films, graphic novels, comics, short stories etc. Addition – Tea Dueling and Teapot Racing! Yes, both are a steampunk thing. Google both and you will find lots of examples. I tried the tea duelling and it was hilarious, especially if you are doing it in character and trying to distract the other player.
- Air Quality in ? – research, explored physics, science, weather etc. Create films like the ‘Hateful Eight’ (one character for each of the eight key pollutants), make air quality sensors, purifiers, design information posters to display, descriptive passages describing the selected place before and after etc.
- Explore something from different subjects’ perspectives eg an Apple: Neuton (physics), Locations best grown etc (Geography) Apple as a metaphor (English), still life in Art etc.
- Truth in Advertising. I learnt about this one at Bronx School for Science but want to share it again here as it has a lot of merit. Teams test the claims of a chosen product’s advertising – run tests, analyse the products quality etc and present findings. (Check previous post for more details) Once done, they can create new ads and skits that better reflect the actual value of the product. This could be a lot of fun and having spent four weeks listening to shockingly honest medicine advertisements, I think it is something that students could get a lot out of.
- We The People. Pose open ended questions around morality and ethics. Move to stages of moral development. Start and end with students talking. Give students the opportunity to think, to dive deep and build scholarly discussions and debate about a social justice issue relevant to them. Explore historical examples to get students thinking. How do people become part of the “we”? Applying scientific method to breakdown social problems, use and develop stats and proof. Look at causation, variables etc. How can, and has, that social issue be expressed creatively? Posters, art works, websites, speeches etc.
Resources and further reading:
- 21st Century Skills – English curriculum (US focused but well worth exploring as it includes suggested projects across the 4Cs)
- ICT skills and English – same group as previous resource
- STEAMedu – Georgette Yackman’s site
- Critical Thinking resources, videos etc
- Critical Thinking Consortium – teaching activities, articles etc
- Scratch has good examples for video games including an interactive story lab.