EDUC06026 2022 STEAM 1

General Details

Full Title
STEAM 1
Transcript Title
STEAM 1
Code
EDUC06026
Attendance
80 %
Subject Area
EDUC - Education
Department
SOCS - Social Sciences
Level
06 - NFQ Level 6
Credit
05 - 05 Credits
Duration
Semester
Fee
Start Term
2022 - Full Academic Year 2022-23
End Term
9999 - The End of Time
Author(s)
Perry Share, John Pender, Gwen Scarbrough, Natalie Delimata, Aoife Cooney, Kate Brown
Programme Membership
SG_EEARL_H08 202200 Bachelor of Education (Honours) in Early Education and Care SG_EEARL_B07 202400 Bachelor of Education in Early Education and Care (exit)
Description

Each of STEAM’s five subjects, Science, Technology, Engineering, Arts and Maths share a common approach and focus. They require gathering and using evidence to create knowledge and/or solve problems. STEAM learning happens naturally everyday as children explore, play, and try new things. When young children have the opportunity to investigate the world around them, they learn and experiment with new STEAM skills and theories. This module is about focusing on the knowledge, practices and values of the creative adult in relation to STEAM, so that they in turn can better nurture, support and work alongside the child and their play interests.

Learning Outcomes

On completion of this module the learner will/should be able to;

1.

Articulate their knowledge of STEAM Literacy.

2.

Investigate STEAM education policies and programs as a reflective citizen working with young citizens.

3.

Compare their knowledge, attitude and experiences of STEAM education, pre and post module.

4.

Playfully examine experiential learning possibilities which explore the foundations of the 5 STEAM areas.

5.

Develop,and evaluate an inclusive STEAM learning opportunity to build and maintain highly reciprocal, responsive and respectful relationships with babies, toddlers and young children, foster the development of peer relationships and nurture the child’s positive dispositions, as defined by Aistear and informed by evidence based practice.

Teaching and Learning Strategies

Teaching and Learning Strategies to support students’ learning will be practical and active. Students will be learning ABOUT STEAM through engaging IN STEAM educational experiences. All course material will be accessible and will consider diverse learning abilities. There will be planned debates and discussions. Flipped classroom will be used, where appropriate. Problem-solving will be an essential aspect of the wider teaching and learning strategy. Students will be given the opportunity to integrate their prior knowledge from the Nurturing Creativity and Playfulness Module, the Play and Pedagogy Module and the module in Nurturing Pedagogy. Students will plan, set-up and present a STEAM experience based on their module learning. The students will be reading, researching, reflecting and writing about their experiences of STEAM.

Module Assessment Strategies

There will be two assessments for STEAM 1.

DIGITAL PORTFOLIO – Entries with prompt questions – Assignment to meet LO’s 1, 2, 3 and 4. This is an individual assessment.

Sample entries might include:

  • Entry Week 3 Reflection on their experiential learning of STEAM FROM IN-CLASS PARTICIPATION AND PARTICIPATING IN SCIENCE WEEK (nov) (IN A FORMAT OF THEIR CHOICE) Students will have experimented with different formats for their portfolios in semester 1.
  • Entry Week 6 an examination of STEAM in ECEC in those countries that excel in PISA (HK, China, Singapore &c) (small group work: SUPPORTED ACADEMIC RESEARCH ENTRY IN THE DIGITAL PORTFOLIO - WRITTEN). Recording a podcast/making an animation extolling the benefits of STEAM to ECEC practitioners AND identifying and justifying a STEAM in ECEC ‘top five’ ideas (paired: POST 4-WEEK PLACEMENT AND ILLUSTRATED WITH EXAMPLES FROM PRACTICE, CAN BE PREPARATION FOR THE CREATION OF THE LEARNING OPPORTUNITY).
  • Entry Week 13 CREATE A ROLE-ON-THE-WALL (documenting students’ changing knowledge, attitudes and experiences), CREATED AT THE START OF THE MODULE AND ADDED TO THROUGHOUT THE MODULE. (REFLECT ON THIS POST-MODULE IN THEIR DIGITAL PORTFOLIO IN A FORMAT OF THEIR CHOICE).

Assessment 2 for STEAM 1 - Assignment to meet LO 5.

Create a learning opportunity for children (small group work). STUDENTS CONNECT THEIR LEARNING FROM PLAY AND PEDAGOGY MODULE AND NURTURING CREATIVITY AND PLAYFULNESS MODULE AND CONNECT TO CURRICULUM, ASSESSMENT AND DOCUMENTATION MODULE AND EXPERIENCES FROM PLACEMENT.

Students will receive formative feedback for learning from both peers and the teaching team at different points in the module and will be provided with clear and timely notification of assessment requirements. Criteria for success will be shared when the assessment brief is published.

Repeat Assessments

Digital Portfolio - Repeat Digital Portfolio.

Paired STEAM Learning experience - Repeat Project.

Indicative Syllabus

1. Articulate their knowledge of STEAM Literacy.

According to research, the accessibility of STEAM to young children is in the hands of educators. Students on this module will learn, and grow familiar with the concepts, processes and activities of natural science, technological, engineering, arts and maths. This is so that they can develop their pedagogical content knowledge and skills in STEAM 2 and be able to include STEAM as a framework for learning in the ECEC setting. Having the foundational knowledge of STEAM Literacy is an essential step in not only supporting the students in this aspect of their future role as early years educator, but also in their thinking about how the five areas of STEAM influence and are influenced by the world they live in.

2.Investigate STEAM education policies and programs as a reflective citizen working with young citizens.

Young citizens learn, love and play in the context of family, early childhood educators and artists, neighbourhoods, community, society and public policies. Students will be introduced to a number of salient STEM policy objectives including the European Digital Education Plan (2021-2027), STEM Education Policy Statement 2017-2026 (Ireland) and a range of best practice STEAM policy guidelines being advanced internationally. Student's will read about, discuss and compare quality arts in early education practice and how this can scaffold children's learning in STEM. For example, by investigating the eight early childhood arts projects, researched for The Arts Council publication, Early Childhood Arts:Three Perspectives (2013).

3.Compare their knowledge, attitude and experiences of STEAM education, pre and post module.

Students will be supported to confidently situate and articulate their new knowledge of STEAM and attitudes towards STEAM education. They will have the ability to compare their new learning at the end of the module to their prior experiences, because they will have participated, played and experimented in practical STEAM learning experiences on and off campus. This helps them to take initiatives with their own knowledge.

4.Playfully examine experiential learning possibilities which explore the foundations of the 5 STEAM areas.

Students will discover first-hand how and why the 5 areas of STEAM are considered complementary and supportive. Through experiential workshops indoors and outdoors, students will begin to develop the knowledge and collaborative practice for integrated learning and importantly creative integrated teaching. This playful examination of the learning possibilities of STEAM as a framework for learning and teaching will build on the students prior learning of the importance of the affect and creativity dynamic for enhancing learning experiences.

5.Develop and evaluate an inclusive STEAM learning opportunity to build and maintain highly reciprocal, responsive and respectful relationships with babies, toddlers and young children, foster the development of peer relationships and nurture the child’s positive dispositions, as defined by Aistear and informed by evidence based practice.

Students will develop an inclusive STEAM learning opportunity based on evidence. They will explore ways in which they will build and maintain highly reciprocal, responsive and respectful relationships with babies, toddlers and young children and foster the development of peer relationships through the experience that they design. Students will have been introduced to the Aistear Curriculum Framework in the Curriculum, Assessment and Documentation Module and this will connect their learning across the semester. 

Coursework & Assessment Breakdown

Coursework & Continuous Assessment
100 %

Coursework Assessment

Title Type Form Percent Week Learning Outcomes Assessed
1 Digital Portfolio Coursework Assessment Individual Project 50 % OnGoing 1,2,3,4
2 Develop a STEAM Learning Opportunity Practical Assignment 50 % Week 12 5
             

Full Time Mode Workload


Type Location Description Hours Frequency Avg Workload
Lecture Flat Classroom Lecture 2 Weekly 2.00
Tutorial Flat Classroom Tutorial 1 Weekly 1.00
Independent Learning Not Specified IL 3 Weekly 3.00
Total Full Time Average Weekly Learner Contact Time 3.00 Hours

Required & Recommended Book List

Recommended Reading
2018-06-22 Wild Pedagogies Springer
ISBN 9783319901763 ISBN-13 3319901761

This book explores why the concept of wild pedagogy is an essential aspect of education in these times; a re-negotiated education that acknowledges the necessity of listening to voices in a more than human world, and (re)learning how to dwell in a place. As the geological epoch inexorably shifts to the Anthropocene, the authors argue that learning to live in and engage with the world is increasingly crucial in such times of uncertainty. The editors and contributors examine what wild pedagogy can truly become, and how it can be relevant across disciplinary boundaries: offering six touchstones as working tools to help educators forge an onward path. This collaborative work will be of interest to students and scholars of wild pedagogies, alternative education and the Anthropocene, and for all those engaged in re-wilding education.

Required Reading
2019-12-17 Awesome Robotics Projects for Kids Rockridge Press
ISBN 1641526769 ISBN-13 9781641526760

An practical introduction to robotics and circuitry, with 20 projects to design and build, from beginner to more advanced.

Module Resources

Non ISBN Literary Resources

Baumgart, N. A. and L. R. Kroll (2018) STEAM Concepts for Infants and Toddlers. St. Paul, MN: Redleaf Press

Cohrssen, C. and Garvis, S. (2021) Embedding STEAM in Early Childhood Education and Care. Palgrave MacMillan

Kelly, S. E. (ND) Creative Arts for Early Childhood. Art In Early Childhood. Available at: https://earlyarts.co.uk/

Sakr, M. (2017) Digital Technologies in Early Childhood Art : Enabling Playful Experiences. London: Bloomsbury Academic. Available at: https://search.ebscohost.com/login.aspx?direct=true&AuthType=ip,sso&db=nlebk&AN=1423149&site=eds-live&scope=site

Saracho, O. (2021) An Integrated Play-Based Curriculum for Young Children. New York Routledge

Selly, P. B. (2017) Teaching STEM Outdoors: Activities for Young Children. St. Paul, MN: Redleaf Press.

Journal Resources
URL Resources

Home - Aistear Siolta

STEM Education Policy - Department of Education and Skills

STEM Partnerships - Department of Education and Skills

Breaking Down STEAM for Young Children | NAEYC

Early Childhood Arts: Three Perspectives (PDF, 1.08 MB). Early Childhood Arts http://www.artscouncil.ie/Arts-in-Ireland/Young-people--children-and[1]education/Early-childhood-arts/ https://abcdoes.typepad.com/files/eyfs_ep_creativ_cri_think-1.pdf

Monkeviciene, O. and B. Autukeviciene (2019) European Educational Research Association Conference 2019: Implementing STEAM in Early Childhood Education: Practices and Factors (paper). Available at: https://eera-ecer.de/ecer-programmes/conference/24/contribution/48435/ 

Other Resources

Aktürk, A., A., Demircan, O. (2017). A Review of Studies on STEM and STEAM Education in Early Childhood. ResearchGate.

Bagiati, A., & Evangelou, D. (2015). Engineering Curriculum in the Preschool Classroom: the Teacher's Experience. European Early Childhood Education Research Journal, 23(1), 112─128.

Bulman, G. and R. W. Fairlie, “Technology and Education: Computers, Software, and the Internet,” NBER Working Paper no. 22237, May 2016.

Chesky, N. & Goldstein, R. (2018). Packaging girls for STEM or STEM for girls? A critique on the perceived crisis of increasing female representation in STEM education, Critical Education, 9(16), 98-126.

Department of Education (2020) STEM Education 2020: Reporting on Practice in Early Learning and Care, Primary and Post-Primary Contexts. Available at: https://www.education.ie/en/Publications/Inspection-Reports-Publications/Evaluation-Reports-Guidelines/stem-education-2020.pdf

Halton N., Treveton N., Buchan N. (2016). Exploring Natural Connections with Light, Reflection and Shadow. TEACHING SOLUTIONS.

Hunter-Doniger, T. (2018) ‘Art Infusion: Ideal Conditions for STEAM’, Art Education, 71(2), pp. 22–27. Available at: http://search.ebscohost.com.queens.ezp1.qub.ac.uk/login.aspx?direct=true&db=eric&AN=EJ1195201&site=eds-live&scope=site

Jarrett, O. S. et al. (2020) ‘Teaching with Toys: Scientific Inquiry through Play’, Online Submission. Available at: https://search.ebscohost.com/login.aspx?direct=true&AuthType=ip,sso&db=eric&AN=ED607851&site=eds-live&scope=site&custid=s7813921

Jamil, F. M., Linder, S. M. and Stegelin, D. A. (2018) ‘Early Childhood Teacher Beliefs about STEAM Education after a Professional Development Conference’, Early Childhood Education Journal, 46(4), pp. 409–417. Available at: http://search.ebscohost.com.queens.ezp1.qub.ac.uk/login.aspx?direct=true&db=eric&AN=EJ1181423&site=eds-live&scope=site

Kathy Hytten & Kurt Stemhagen (2020) When STEM and STEAM Really mean ABC: A Democratic Critique of “Anything but Civics” Schools, Educational Studies, 56:1, 18-36.

Kiefer, M. et al., “Handwriting or Typewriting? The Influence of Pen- or Keyboard-Based Writing Training on Reading and Writing Performance in Preschool Children,” Advances in Cognitive Psychology 11, no. 4 (December 2015).

Kim, D. and Bolger, M. (2017) ‘Analysis of Korean Elementary Pre-Service Teachers’ Changing Attitudes about Integrated STEAM Pedagogy through Developing Lesson Plans’, International Journal of Science and Mathematics Education, 15(4), pp. 587–605. Available at: http://search.ebscohost.com.queens.ezp1.qub.ac.uk/login.aspx?direct=true&db=eric&AN=EJ1130912&site=eds-live&scope=site

Sharapan, H. (2012). From STEM to STEAM: How Early Childhood Educators Can Apply Fred Rogers' Approach. Young Children, 67(1), 36.

Stegelin, D. A. (2003) 'Application of the Reggio Emilia approach to early childhood science curriculum', Early Childhood Education Journal, 30, 163-169.

Tanaka Fumihide, Cicourel Aaron and Movellan Javier R. (2007) ‘Socialization between Toddlers and Robots at an Early Childhood Education Center’, Proceedings of the National Academy of Sciences of the United States of America, 104(46), pp. 17954–17958. doi: 10.1073/pnas.0707769104.

Torres-Crespo, M. N., Kraatz, E., & Pallansch, L. (2014). From Fearing STEM to Playing with It: The Natural Integration of STEM into the Preschool Classroom. SRATE Journal, 23(2), 8-16.

Zhi Hong Wan, Yushan Jiang & Ying Zhan (2020) STEM Education in Early Childhood: A Review of Empirical Studies, Early Education and Development.

Additional Information