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Lamar University EDLD 5313 - Eryn Watson 

ACTION RESEARCH PLAN 


STEAM Integration 
 

Topic 

STEAM Thinking Activities -  

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. 

Fundamental Research Question 

Through Action Research I will collect data to share: 

1. Does implementing STEAM thinking activities create a classroom environment 


where students feel safe to make mistakes in their learning and work with others 
towards a common goal? 
2. Do students show growth in the 6C skill through the implementation of STEAM 
thinking activities? 

Design and Research Methods 

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. 

 

 
 

Measurement 

Important to Data Collection: I will be working with Kindergarteners so some further 


explanations may be needed to collect data through student interviews.  

I will measure success of the innovation plan though the data by asking students the 
following questions: 

Do you feel like you help other students in class? How? 

Do you feel like other students help you in class? How? 

Do you feel like a team in this class? 

Do you like hard tasks? Why? 

What do you do when you feel like something is a challenge? 

Do you like STEAM time? What do you like about it? 

6C observations will be observed and recorded on the following rubric at the beginning, 
middle and end of the school year during STEAM activities. 

(Rubric obtained from district administration) 

(Golinkoff & Hirsh-Pasek, 2016) 

 

 
 

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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