STEAM Series
Participants
are REQUIRED TO ATTEND ALL TRAININGS in the series and complete assignments in
between trainings.
By registering
for this training, you are committing to all training session dates,
one group activity presentation, and two coaching sessions.
- STEAM 1:
Believe
- STEAM 2: The
5E’s Instructional Method
- STEAM 3: The
5E’s Competencies
- STEAM 4:
Strengthening the Lesson Plans
- STEAM
5: STEAM Curriculum
- STEAM 6:
Individualized Approach to STEAM
STEAM is
everywhere. STEAM learning in OST allows youth to connect STEAM to their everyday life.
Hands-on, STEAM activities are not only fun, but will increase youth’s interest
and knowledge where they can imagine themselves as scientists or professionals
in a STEAM career.
In the STEAM
training series, participants will learn and practice engaging activities that
explore the worlds of science, technology, engineering, arts, and
math. This series boosts practitioners’ confidence in science knowledge,
demonstrates activities that link youth development strategies and intentional
STEAM learning opportunities, and guides participants in implementing STEAM in
their program that is easy and effective.
STEAM 1:
Believe
Training
Objectives
Participants
will:
- Recall why
STEAM in afterschool programs is important
- Discuss the
role of the afterschool STEAM practitioner in creating quality informal science
experiences
- Identify youth
development strategies that are infused in STEAM learning
STEAM 2: The
5E’s Instructional Method
Training
Objectives
Participants
will:
- Identify the
stages of the 5E’s Instructional Method
- Write a lesson
plan using the 5E’s Instructional Method
- Utilize
purposeful, open-ended questions when implementing STEAM
activities.
STEAM 3: The
5E’s Competencies
Training
Objectives
Participants
will:
Discuss
STEAM-related stereotypes and the impact on youth
Identify
components of a Communities of Practice (CoP)Develop STEAM activities and
lessons using the 5E’s competencies
STEAM 4:
Strengthening the Lesson Plans
Training
Objectives
Participants
will:
- Compare
innovative and unique STEAM-related careers
- Identify ways
to strengthen lesson plans and infuse learning into STEAM activities.
STEAM 5: STEAM
Curriculum
Training
Objectives
Participants
will:
- Describe and
utilize established STEAM curriculum options
- Create lesson
plans that make STEAM learning both meaningful and fun
- Identify Prime
Time Palm Beach County expanded learning opportunities (ELOs) as an additional
STEM resource.
STEAM 6:
Individualized Approach to STEAM
Training
Objectives
Participants
will:
- Compare
curriculum-based STEAM activities with individually researched
STEAM activities
- Determine ways
to overcome obstacles in a new or existing STEAM program
- Create a plan
for sustaining STEAM efforts in their afterschool programs
Core
Competencies Addressed
Core Knowledge
Area – Learning Environment and Curriculum:
4.B: Design and
implement a curriculum to enhance cognitive development – Entry
Level, Level 1, Level 2
Core Knowledge
Area – Interaction with Children/Youth:
5.A: Promote
meaningful engagement, leadership, and guidance of the
children/youth – Entry Level, Level 1, Level 2
Primary QIS
Scales Addressed
Furthering
Learning:
IV.P.1:
Support connecting to previous knowledge. Staff have young people make
connections between session activities and previous knowledge.
IV.P.2:
Link examples to principles. Staff support young
people in linking concrete examples to content-related principles.
IV.P.3:
Encourage extending knowledge. Staff encourages young
people to deepen or extend knowledge.
IV.P.4:
Encourage logical reasoning. Staff supports young people to use
logical reasoning.
IV.P.5: Guide discovery.
Staff makes comments, asks questions that guide youth in discovering an answer
to a problem or guide youth initiative in learning.