Documente Academic
Documente Profesional
Documente Cultură
Topic
STEAM stands for Science, Technology, Engineering, Arts and Mathematics. The idea behind
STEAM is to integrate many to all of these subjects when trying to solve a single problem.
Some components also a part of STEAM activities are team work, communication, problem
solving, creativity and making cross curricular connections. STEAM includes the 6C life skills,
COVA approach and C
SLE.
Purpose
By implementing STEAM into our classrooms daily, we will be covering required content in a
fun engaging way, all while preparing our students for their future and creating a positive &
supportive classroom environment. The 6Cs (collaboration, communication, content, critical
thinking, creative innovation and confidence) are skills required in this new digital age of
learning and working. Through STEAM we can teach our students these skills and to have a
growth mindset to be successful in any career path and in life.
Research will include both qualitative and quantitative data, or a mixed-methods research
design. Using qualitative data I will determine how STEAM makes a difference in the
classroom environment as far as growth mindset, encouragement and how students feel
within the classroom culture. The quantitative data will determine the impact STEAM has on
growth of the 6C skills. By using both types of data, I will be able to see what students feel
about STEAM activities and their roll in the classroom, and if STEAM activities are an
appropriate format for teaching and developing the 6C life skills.
Data Collection
To collect data I will use student surveys and interviews about the classroom environment. I
will also use teacher full-participant observations of 6C skills at the beginning, middle and
end of the school year. This data will be collected over multiple years to compare outcomes
looking for correlation between STEAM and 6C skills.
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Measurement
I will measure success of the innovation plan though the data by asking students the
following questions:
6C observations will be observed and recorded on the following rubric at the beginning,
middle and end of the school year during STEAM activities.
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The Literature
The literature shows as a country, we are scoring lower than others on nationally ranked
tests. Through my l iterature review, we have learned what is working for other countries
and the skills companies are looking for in today’s digital age. The literature shows that by
using STEAM activities, students will be developing a growth mindset and learning the 6C
skills to better prepared them for entering the STEAM related professions that are growing
and developing in our country. Teaching students these skills in an authentic way such as
STEAM will better prepare students for their futures throughout schools and beyond,
moving our country towards a more innovative future.
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