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Making STEAM Across the Curriculum
PROCEEDING

, , Western Kentucky University, United States

Society for Information Technology & Teacher Education International Conference, in Savannah, GA, United States ISBN 978-1-939797-13-1 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

The purpose of our research is to explore teachers’ knowledge and attitudes towards the Makerspace model of education in professional development. This qualitative multisite case study is designed to examine participants’ attitudes and experiences while completing a makerspace professional development. The following principle research question guides the study: What are the makerspace professional development experiences of the participant teachers? The following makerspace model is used, Make STEAM in your School! Be a part of the action as you get hands-on practice utilizing the Makerspace concept across the curriculum. The Makerspace activities will be iPlay Robots (primary coding fun), Story Starters (LEGOS and Language Arts), Makerspace Playbook (DIY Materials and Makerspaces), Musical Makerspace (Musical Instrument Creation) and Desktop "Mathufacturing" (Electronic Cutter and Tessellations). Go full STEAM ahead toward the creation of a cross-curricular Makerspace environment.

Citation

Paganelli, A. & Houston, C. (2016). Making STEAM Across the Curriculum. In G. Chamblee & L. Langub (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 750-754). Savannah, GA, United States: Association for the Advancement of Computing in Education (AACE). Retrieved December 10, 2019 from .

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