STEAM by Design
Main Article Content
Abstract
We live in a designed world. STEAM by Design presents a
transdisciplinary approach to learning that challenges young
minds with the task of making a better world. Learning
today, like life, is dynamic, connected and engaging. STEAM
(Science, Technology, Environment, Engineering, Art, and
Math) teaching and learning integrates information in
place-based projects accessing everyday technology of
virtual field trips, digital interactives, apps, and
contemporary art, science and design practices. STEAM by
Design develops designing minds. Designing minds work
across STEAM fields developing social, cultural,
technological, environmental and economical responses to
existing and future conditions. Design adds Art and the
environment to the STEM equation to contribute site
specific, culturally connected, contributions to creative
economies. Documented case studies at the elementary,
middle and high school level demonstrate the ease of
delivering STEAM by Design opportunities and reveal the
inherent creativity of students if encouraged. Design
cultivates new knowledge, skills and values derived from
becoming aware, developing understanding, and testing
ideas through making. Designing place-based projects, K-
16 students acquire STEAM aptitude and better understand
the use of STEM fields in solving contemporary problems.
Access to everyday technologies cultivate ways to create,
communicate and collaborate. STEAM by Design is
supported by the ELearning Designopedia, NEXT.cc, aligned
with newly released NEXT Generation Science Standards,
North American Association for Environmental Education
Standards and Art and Design Standards. STEAM by Design
positions designing as world pedagogy that connects
students as citizen activists in the communities in which
they live and learn.
transdisciplinary approach to learning that challenges young
minds with the task of making a better world. Learning
today, like life, is dynamic, connected and engaging. STEAM
(Science, Technology, Environment, Engineering, Art, and
Math) teaching and learning integrates information in
place-based projects accessing everyday technology of
virtual field trips, digital interactives, apps, and
contemporary art, science and design practices. STEAM by
Design develops designing minds. Designing minds work
across STEAM fields developing social, cultural,
technological, environmental and economical responses to
existing and future conditions. Design adds Art and the
environment to the STEM equation to contribute site
specific, culturally connected, contributions to creative
economies. Documented case studies at the elementary,
middle and high school level demonstrate the ease of
delivering STEAM by Design opportunities and reveal the
inherent creativity of students if encouraged. Design
cultivates new knowledge, skills and values derived from
becoming aware, developing understanding, and testing
ideas through making. Designing place-based projects, K-
16 students acquire STEAM aptitude and better understand
the use of STEM fields in solving contemporary problems.
Access to everyday technologies cultivate ways to create,
communicate and collaborate. STEAM by Design is
supported by the ELearning Designopedia, NEXT.cc, aligned
with newly released NEXT Generation Science Standards,
North American Association for Environmental Education
Standards and Art and Design Standards. STEAM by Design
positions designing as world pedagogy that connects
students as citizen activists in the communities in which
they live and learn.
Article Details
How to Cite
KEANE, Linda; KEANE, Mark.
STEAM by Design.
Design and Technology Education: an International Journal, [S.l.], v. 21, n. 1, feb. 2016.
ISSN 1360-1431.
Available at: <https://www.ariadne.ac.uk/DATE/article/view/2085>. Date accessed: 24 sep. 2022.
Keywords
design; STEAM; creativity; integrated learning; innovation; imagination
Issue
Section
Research
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