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Imaginary Creations STEAM

Education Institute
Educational Technology Plan 2016-2019
Dona Thanushi N S Hettipathirana

E D U C 6 2 9 T E C H N OLOGY A N D D IV ER SITY
D R . DA N IEL BA ER
L I BERTY U N IV ERSITY
Vision

The vision of Imaginary Creations STEAM Education Institute is


to become a leading provider of state of the art
interdisciplinary educational opportunities in Science,
Technology, Engineering, Art, and Math (STEAM), and a
pioneering center of excellence in the development of
cutting edge research and practices in STEAM education,
meeting the ever changing needs, demands and
challenges of the diverse global community.
Mission
The mission of Imaginary Creations STEAM Education Institute
is to provide knowledge seekers from diverse backgrounds
with state of the art interdisciplinary educational and
research opportunities in Science, Technology, Engineering,
Art, and Math (STEAM), utilizing cutting edge technology
and student-centered learning approaches based on
constructionism, to equip and inspire the next generation of
STEAM leaders and pioneers with knowledge, skills and
attitude to attain research, academic and innovative
excellence, through engagement in exploration and
experimentation, unleashing the potentials of imagination
and creativity.
Goals
1) Development of interest and engagement among the diverse learners for STEAM
and STEAM learning activities, STEAM investigation of content and practices, and
life-long learning.
2) Development of analytical, critical thinking and problem solving skills among the
diverse learners as they pertain to the application of STEAM content and practices
in real-life situations.
3) Raise awareness among diverse learners, on the value and relevance of STEAM
education in terms of day-to-day life and vocational prospects of diverse learners,
in meeting the demands of career readiness and STEAM literacy, in a STEAM-
capable workforce of the diverse global society.
4) Assurance of socially-just STEAM education, providing STEAM literacy
opportunities, for diverse learners, minimizing access barriers and closing
achievement gaps, optimizing learning outcomes for all learners regardless of
ability, disability and learning differences.
5) Training and development for STEAM educators on how to expand STEAM
learning to diverse learners and the availability of novel technological and
pedagogical means and strategies to facilitate diverse learners.
Strategies
1) Engagement of students in computer guided project-based learning, seeking
hands-on knowledge, information and practical skills on STEAM contents and
practices.

2) Software development by students in the form of solutions for problems using


visual coding and programming techniques and application of STEAM content
and practices in building Lego based designs and robotics.

3) Engagement of students in active online learning, and hands-on and project


based learning, using laptops and iPads, Lego and robotics, on the STEAM
related career prospects, STEAM fields of study and STEAM research opportunities
in advancing the quality of life for all.

4) Facilitation of students with special-needs with technology based modifications


and accommodations, differentiated instruction and personalized learning,
minimizing access barriers, striving for universal access.

5) Provision of training and development for STEAM educators on how to expand


STEAM learning to diverse learners and the availability of novel technological
and pedagogical means and strategies to facilitate diverse learners.
Learning Environment
Imaginary Creations STEAM Education Institute (ICSEI), will be following the
blended learning model, incorporating interactive learning through face-to-
face teaching/learning and online learning approaches.
The education framework of ICSEI will be established on Lego Educations
4C framework: Connect, Construct, Contemplate, Continue (Lego
Education, 2016)
Classes will include students from multiple age groups, belonging to multiple
types of programs and levels with each student having individual access to
the Learning Management System (LMS) through personal profiles.
ICSEI will be striving for universal access, minimizing access barriers, solidifying
its commitment to equity in education diverse learners through facilitating:
blended teaching/learning strategies
technology based modifications and accommodations,
differentiated instruction,
personalized learning, and
multiple learning modalities and
multiple assessment and evaluation tools, techniques, and methodologies
Strengths
S A Dynamic business model based on STEAM W Weaknesses
Education
Proactive partnerships and alliances Part-time faculty
Resources Quality, dediated STEAM Fiscal limitaitons
education academic staff, established
Administrative inefficiencies
educational programs and clientele,
Limited further training and development
Geographically situated in a prime commercial
avenues for staff
location with easy commute
Cost of technology equpiment
Competence capabilities Small class size,
self-paced, learner centered, progressive Limited number of class sessions per day
program structure,a wide variety of quality Lack of marketing expertise
STEAM programs, reputation and popularity
among parents for the current programs
Current Assets STEAM Eduation Programs,
Equipments and Building
Threats
Opportunities T New competition in STEAM education
O Potential for establishing new partnerships Difficulties in maintaining and attracting new
and strategic alliances alliances and partners
Franchise expansion opportunities, potential Challenges in STEAM education expansions
for low cost marketing and advertising Limitations in increasing tuition fees
Product development STEAM programs for New programs by competitors
diverse learners , STEAM education camps
Difficulties in finding STEAM experienced
STEAM workshops for educators.
staff
Innovation an technology development
Environmental effects class cancellations
Introducing personalized STEAM programs,
STEAm education training and development Challenges in making constant adaptation to
programs for educators changing technologies
Budget

The funds required will include the


costs involved with professional
development and training of new Description Cost
and existing academic staff Existing academic staff training
$50
cost per individual per hour
No additional funds will be required
for technological assets as there will New academic staff training
$50
be a continuation of all existing cost per individual per hour
computer hardware, software and Training cost for 10 existing
educational technological assets $50x10x5 = $2,500
academic staff for 5 hours
owned by Imaginary Creations STEAM Training cost for 5 new $50x5x10 = $2,500
Education Institution. academic staff for 10 hours-

Total estimated cost $5,000


Implementation Plan
The strategies and measures for the four goals and objectives mentioned in
the planning process will be implemented, adapting curriculum and
instruction to suit the needs of diverse learners at every project and problem
based lesson

All STEAM education programs at Imaginary Creations STEAM Education


Institute will be implemented as fully computer guided projects

New students will be provided with technical training on individual basis as


required based on results analysis of initial technical skills assessment

All students will be educated on the ethics and netiquette issues related to
online learning

The STEAM programs will be structured into multiple levels based on age
groups, enabling students advance progressively through the course of STEAM
learning
Level 1 Early STEAM Education: 4 6 year olds
Level 2 Beginner STEAM Education: 7 10 year olds
Level 3 Intermediate STEAM Education: 11 14 year olds
Professional Development Plan
New academic staff will be provided with professional development and training in
three core areas for 10 hours on an individual basis as required prior to commencing in-
class teaching.
LMS and CMS navigational skills 1 Hour
Course structure and STEAM learning contents 6 hours
Lesson development and implementation 3 Hours

All academic staff will be provided with training and development on curriculum and
learning system changes as required in an ongoing
The educational technology plan of Imaginary Creations STEAM Education Institute for 2016-2019
academic years are aligned to the National Educational Technology Plan of United States of
America and Educational Technology Plan of the State of Virginia(USDOE & OET, 2016; VDOE,
2010-2015).

References
Lego Education. (2016). Retrieved from http://education.lego.com/en-us/about-us
U.S. Department of Education (USDOE) & Office of Educational Technology (OET). (2016).
National educational technology plan. Retrieved August 20, 2016, from
http://tech.ed.gov/netp/
Virginia Department of Education (VDOE). (2010-2015). Educational technology plan for Virginia
2010 2015. Richmond, VA. Retrieved August 20, 2016, from,
http://www.doe.virginia.gov/support/technology/edtech_plan/executive_summary.pdf

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