Sunday, February 26, 2017
Sunday, February 19, 2017
STEAM Studio in the 4th Grade
At GA,
we understand that the work of STEAM and innovation is the work needed for our
21st century learners. This
work represents so much more than what you see in the words of the
acronym. Embedded in the teaching of
Science, Technology, Engineering, Arts and Mathematics, we practice inquiry
based learning, design thinking, empathy, collaboration and creative problem
solving. We practice failing hard and
then picking back up and failing less-hard, followed by growth. We learn to value process, and then joy in
the satisfaction of seeing our determination come to fruition.
The
STEAM Studio course was envisioned as a course for 4th graders
to engage in student driven learning
through collaboration, dialogue, and guided inquiry. The design
thinking process, with an emphasis on fostering creativity and empathy, is
central to the program's initiative.
While using critical and innovative thinking,
students are encouraged to take thoughtful risks, and persist in
problem-solving. The skills and concepts of Science, Technology, Engineering,
Arts and Mathematics are key as the students sketch, plan, and build prototypes
to realize their ideas.
STEAM
Studio was spearheaded by science teacher, Craig Newberger and art teacher,
Jess Killo along with the 4th grade homeroom
teachers, Julia Blumenreich, David Nagel and Connie Williams. We
meet each of the three classes, once a rotation (or once every 3-4 weeks) for
1-hour. So far, we have had three STEAM Studio sessions for each
class. We expect to see each class a total of 7 times before the end
of the school year.
-
1st Steam Studio Session –
- Introduction to
STEAM,
- Ice breaker,
collaborative Team Tape Maze
- Reflection
2nd Session-- Special guest,
Librarian - Bridget Flynn leads Guided Meditation
- Introduction
to the keys of innovation
- Exercise in
collaborative Smart Recombinations
- Student
presentations of Smart Recombinations
- Kid President
video on innovation
3rd Session-- Students
present three problems phrased as questions. One problem that is
their own from home life, one problem from school life, and one problem to
help someone else. Ie… How might I develop a product to help my
elderly neighbor more easily collect their mail from the far end of the
driveway?
- Students
are paired by their interests and work
collaboratively throughout the process.
- Students work
collaboratively to Begin Mind-mapping (a diagram used to visually organize
ideas).
Expectations for the next few sessions-- Students
complete mind-mapping and begin the Design Thinking Process.
- Empathize, Who are
you solving for, why your work matters?
- Define, What are
the needs? What are you trying to accomplish?
- Ideate, Idea generation, What if…? writing, dialogue, sketching, video
diary.
- Prototype, How might
this design be realized? Sketch and start building the idea.
- Test, Does it
work? How can it be improved? Iterate and repeat the Design
thinking Process.
- Students record
daily diaries of their process and reflections throughout the
sessions. They can do this through writing, voice recording, and/or
video.
· Students are asked to pursue primary resources as part of their research; Internet, articles, interviews with community members, public servants, family, etc.· Students present their innovations to each other and finally to the GA community. - Introduction to
STEAM,
Sunday, February 12, 2017
Mapping Your DIgital World: 10th Grade Health Classes Engage in Digital Citizenship Curriculum
Students in upper school sophomore health class spent sessions in the Beard Center for Innovation thinking about four key aspects of digital citizenship - relationships, self image and identity, digital footprint and reputation. The focus of this exercise was to utilize case studies and discussion as a means of thinking about digital tools and the online world as forces for creating positive change in the world. Students also engaged in this work as a way to shift the conversation about digital citizenship from lecturing about what NOT to do in the online world, and to instead focus on what is positive and possible.
Sunday, February 5, 2017
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