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Cases on STEAM Education in Practice [Kietas viršelis]

  • Formatas: Hardback, 298 pages, aukštis x plotis: 229x152 mm, weight: 980 g
  • Išleidimo metai: 08-Feb-2017
  • Leidėjas: Information Science Reference
  • ISBN-10: 1522523340
  • ISBN-13: 9781522523345
Kitos knygos pagal šią temą:
  • Formatas: Hardback, 298 pages, aukštis x plotis: 229x152 mm, weight: 980 g
  • Išleidimo metai: 08-Feb-2017
  • Leidėjas: Information Science Reference
  • ISBN-10: 1522523340
  • ISBN-13: 9781522523345
Kitos knygos pagal šią temą:
"This book assists methods professors in the STEAM methods classroom and it assists teachers who are ready for STEAM methods in their classroom. The cases in the book provide techniques and practices for STEAM in the classroom such as descriptions of artpractices, theme based lessons, and differentiating lessons for special needs students"--

Editors Bazler and Van Sickle present readers with a collection of academic and professional educational perspectives on the incorporation of arts education into STEM educational frameworks in a variety of institutional settings. The editors have organized the sixteen selections that make up the main body of the text in four parts devoted to an introduction to STEAM, art practice as a component of STEAM, theme based projects for STEAM, and lessons for special needs students. Judith Bazler is a faculty member of Monmouth University in New Jersey. Meta Van Sickle is a faculty member of the College of Charleston, South Carolina. Annotation ©2017 Ringgold, Inc., Portland, OR (protoview.com)
Preface xv
Acknowledgment xvii
Introduction xviii
Section 1 Introduction to STEAM
Chapter 1 Musing on Unanswered Questions
1(21)
Meta Van Sickle
Merrie Koester
Section 2 Art Practice First
Chapter 2 Graphic Novels and STEAM: Strategies and Texts for Utilization in STEAM Education
22(16)
Alex Romagnoli
Chapter 3 High-Quality Trade Books and Content Areas: Planning Accordingly for Rich Instruction
38(15)
Carolyn A. Groff
Chapter 4 Getting to "Know" STEAM
53(33)
Merrie Koester
Chapter 5 Exploring Simple Machines With Creative Movement
86(32)
William Paul Lindquist
Martha James-Hassan
Nathan C. Lindquist
Chapter 6 Theater as the STEAM Engine for Engaging Those Previously Disengaged
118(37)
Paul C. Jablon
Section 3 Theme Based
Chapter 7 "Imagioneering" a New Mission Space
155(9)
Kyle Seiverd
Chapter 8 Bee Pollination
164(19)
Kerry Carley Rizzuto
John Henning
Catherine Duckett
Chapter 9 Finding and Using the ART in Science Lessons
183(23)
Kevin D. Finson
Chapter 10 Tower Design as a STEAM Project
206(14)
Judith A. Bazler
Chapter 11 Using Air to Move Paper Airplanes and Balloon Rockets: The Great Race
220(27)
Letitia Graybill
Chapter 12 A Mathematical Approach to Designing Insulators
247(13)
Kathryn E. Pedings-Behling
Chapter 13 Constructing a Marshmallow Catapult
260(17)
Warren James DiBiase
Judith R. McDonald
Kellan Strong
Chapter 14 Engineering and Art: Putting the EA in STEAM
277(15)
Sara B. Smith
Chapter 15 Using STEAM in Marine Science: Incorporating Graphic Design Into an Existing STEM Lesson
292(27)
Callie (Van Koughnett) Dollahon
Section 4 Lessons for Special Needs Students
Chapter 16 Cases on STEAM Education in Practice: Differentiated Instruction
319(16)
Kathryn L. Servilio
Conclusion 335(2)
Compilation of References 337(29)
About the Contributors 366(6)
Index 372
Judith Bazler, Monmouth University, USA.

Meta Van Sickle, College of Charleston, USA.