Integrative STEM and STEAM Education for Real-Life Learning
Springer International Publishing (Verlag)
978-3-031-69823-1 (ISBN)
- Noch nicht erschienen - erscheint am 02.10.2024
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This book illustrates that real-life learning in which students conduct scientific investigations and make new innovations to solve real-world problems is an integral part of STEM (science, technology, engineering, math) and STEAM (science, technology, engineering, art, math) education. It provides examples of student and teacher work from projects of the Rutgers University Center of Mathematics, Science, and Computer Education. The book examines how new K to 12 education standards and innovative teacher professional development programs - which emphasize transdisciplinary approaches to STEM and STEAM - lead to the emergence of real-life education in schools. In addition, the book references related research to identify key advances in STEM and STEAM education. Special topics include the uses of makerspaces, educational video games, artificial intelligence (AI), and machine learning to fuel project-based, real-life learning.
Key areas of coverage include:
- Online learning and student engagement (or disengagement) in the age of the COVID-19 pandemic.
- The role of new K-12 standards in science, design thinking, computer science, and climate change in stimulating integrative STEM/STEAM education.
- Obstacles and supports for teaching integrative STEM and STEAM programs.
- Multiple types of teacher and student collaboration in STEM, STEAM, and maker-based education.
- The need for teacher professional development and student supports to integrate sophisticated, new technologies into classrooms.
Integrative STEM and STEAM Education for Real-Life Learning is an essential resource for researchers, professors, graduate students, and advanced undergraduate students as well as professionals and policy makers across all interrelated disciplines, including educational, school, child, developmental, and cognitive psychology, teaching and teacher education, learning and instruction, library science, multimedia, and all professionals with interests in science, mathematics, engineering, technology, and arts education.
David J. Shernoff, Ph.D., is the Director of the Center for Mathematics, Science, and Computer Education (CMSCE) and Associate Professor in the Department of School Psychology at the Graduate School of Applied and Professional Psychology at Rutgers University. Before these positions, Dr. Shernoff was an Associate Professor at Northern Illinois University, where he taught courses in educational psychology, adolescent development, and motivation in the classroom. His research interests include student engagement and models of effective teacher professional development, especially in integrated STEM/STEAM and technology-supported learning environments. Research in these areas informs the Rutgers CMSCE's building of new programs in integrated STEM/STEM and Makerspace education at Rutgers University.
Introduction to STEM, STEAM, and Its Real-Life Applications.- Making in Place," Flexible STEM / STEAM Learning, and Flow during the COVID-19 Pandemic.- Integrative STEM Teacher Professional Development.- Next Generation Science Standards: Conceptual and Pedagogical Shifts in STEM / STEAM Teaching in K to 12 Classrooms.- The Emergence of STEAM Instruction and Curricula Word-Wide.- Makerspaces and STEM / STEAM Education.- STEM / STEAM Culture of Collaboration: A Separate World from Lecture Classes.- Educational Video Games and Technology Integration.- Computer Science, Artificial Intelligence (AI) and Machine Learning in STEM.- Future Directions in STEM / STEAM Education Research and Practice: The Case of Climate Change Education.
Erscheint lt. Verlag | 2.10.2024 |
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Reihe/Serie | Advancing Responsible Adolescent Development |
Zusatzinfo | X, 390 p. 2 illus., 1 illus. in color. |
Verlagsort | Cham |
Sprache | englisch |
Maße | 155 x 235 mm |
Themenwelt | Geisteswissenschaften ► Psychologie ► Entwicklungspsychologie |
Schlagworte | Climate change education, STEM, STEAM • Computer science education, STEM, STEAM • Covid-19 pandemic, STEM, STEAM education • Design thinking, STEM, STEAM education • Integrative STEM and real-life learning • K-12 standards, STEM, STEAM education • Machine learning, STEM, STEAM education • Maker education, STEM, STEAM • Makerspaces, STEM, STEAM • Next Generation Science Standards, STEM, STEAM • Online learning, STEM, STEAM • Project-based learning, STEM, STEAM • Rutgers, Center of Mathematics, Science, and Computer Education • STEAM, real-life education • STEM education and real-life learning • Student engagement, STEM, STEAM education • Teacher professional development, STEM, STEAM • Technology integration, STEM, STEAM education • Video games, STEM, STEAM education • Virtual reality, STEM, STEAM education |
ISBN-10 | 3-031-69823-1 / 3031698231 |
ISBN-13 | 978-3-031-69823-1 / 9783031698231 |
Zustand | Neuware |
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