STEAM (Science, Technology, Engineering, Arts and Math) is increasingly becoming a focal point in school curriculum. STEAM focuses on integrating learning through real world approaches. When integrating STEAM in classrooms teachers use a project based learning model, where participants work together to create solutions in hands on ways. In Libraries STEAM can be applied to childrens and youth programming increasing engagement and community connection. Libraries that are incorporating maker spaces or maker culture into programs will know STEAM already in action. STEAM can also be integrated into library systems ready to try maker themed programs but unable to find the budget to support new equipment and space requirements.
The workshop will utilize aspects of design thinking to enable participants to work collaboratively at experiencing STEAM in action.
Learning Outcomes
Patricipants will learn about STEAM and gain knowledge of how integrated can be integrated into library programming
Participants will partake in a design thinking approach to experience a STEAM pogram in action
Participants will work collaboratively to generate new knowledge of the topic