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Sonst. PersonenBazler, Judith Ann (Hrsg.); Van Sickle, Meta Lee (Hrsg.)
TitelCases on Models and Methods for STEAM Education. Advances in Educational Technologies and Instructional Design (AETID) Book Series
Quelle(2020), (379 Seiten)
PDF als Volltext Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Monographie
ISBN978-1-5225-9631-8
DOI10.4018/978-1-5225-9631-8
SchlagwörterArt Education; STEM Education; Models; Teaching Methods; Accuracy; Case Studies; Novels; Cartoons; Books; Theater Arts; Creativity; Design; Marine Education; Law Enforcement; Graphic Arts; Space Sciences; Program Descriptions; Educational Technology; Instructional Design
AbstractSTEAM education can be described in two ways. One model emphasizes the arts and is not as concerned about the accuracy of the STEM fields. In the second model, STEM content is the prevailing force with a focus on accuracy, and the arts are used in limited and secondary resources for the teaching of the content. However, in order to promote creative thinking, allow for higher student engagement, and offer a more well-rounded education, a STEAM model, where science, technology, engineering, arts, and mathematics are equal contributors to the process of learning, is needed. "Cases on Models and Methods for STEAM Education" is an important scholarly resource that provides inclusive models and case studies highlighting best techniques and practices for implementing STEAM models in teaching and assists teachers as they learn to use such methods through the inclusion of practical activities for use in the classroom. Highlighting a wide range of topics such as science education, fine arts, and teaching models, this book is essential for educators, administrators, curriculum developers, instructional designers, policymakers, academicians, researchers, and students. This book contains the following chapters: (1) Musing on Unanswered Questions (Meta Lee Van Sickle and Merrie Koester); (2) Graphic Novels and STEAM: Strategies and Texts for Utilization in STEAM Education -- Graphic Novels and STEAM (Alex Romagnoli); (3) High-Quality Trade Books and Content Areas: Planning Accordingly for Rich Instruction (Carolyn A. Groff); (4) Theater as the STEAM Engine for Engaging Those Previously Disengaged (Paul C. Jablon); (5) Exploring Simple Machines With Creative Movement (William Paul Lindquist, Martha James-Hassan, and Nathan C. Lindquist); (6) Getting to "Know" STEAM (Merrie Koester); (7) Tower Design, Build and Test as a STEAM Project: Tower Design, Build, and Test (Judith Bazler); (8) The Great Race: Using Air to Move Paper Airplanes and Balloon Rockets (Jena Valdiviezo and Letitia Graybill); (9) Bee Pollination (Kerry Carley Rizzuto, John Henning, and Catherine Duckett); (10) Cases on STEAM Education in Practice Catapults and History of Catapults (Warren James DiBiase, Judith R. McDonald, and Kellan Strong); (11) A Mathematical Approach to Designing Insulators (Kathryn Electa Pedings-Behling); (12) Engineering and Art: Putting the EA in STEAM (Sara B. Smith); (13) Developing and Applying the Law of Cosines: Using Star Maps as a Context (Vecihi S. Zambak and Budi Mulyono); (14) Using STEAM in Marine Science: Incorporating Graphic Design Into an Existing STEM Lesson (Callie Dollahon); (15) "Imagioneering" a New Mission: Space (Kyle Seiverd); and (16) Differentiating Instruction in the Forensics Classroom (Tracy L. Mulvaney and Kathryn L. Lubniewski). (ERIC).
AnmerkungenIGI Global. 701 East Chocolate Avenue Suite 200, Hershey, PA 17033. Tel: 866-342-6657; Tel: 717-533-8845; Fax: 717-533-8661; e-mail: cust@igi-global.com; Web site: http://www.igi-global.com/
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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