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This book illustrates that real-life learning in which students conduct scientific investigations and make new innovations to solve real-world problems is an integral part of STEM (science, technology, engineering, math) and STEAM (science, technology, engineering, art, math) education. It provides examples of student and teacher work from projects of the Rutgers University Center of Mathematics, Science, and Computer Education. The book examines how new K to 12 education standards and innovative teacher professional development programs which emphasize transdisciplinary approaches to STEM and STEAM lead to the emergence of real-life education in schools. In addition, the book references related research to identify key advances in STEM and STEAM education. Special topics include the uses of makerspaces, educational video games, artificial intelligence (AI), and machine learning to fuel project-based, real-life learning.
Key areas of coverage include: the role of new K-12 standards in science, design thinking, computer science, and climate change in stimulating integrative STEM/STEAM education; obstacles and supports for teaching integrative STEM programs; modes of collaboration in STEM, STEAM, and maker-based education; and the importance of teacher professional development to promote transdisciplinary learning.
Integrative STEM and STEAM Education for Real-Life Learning is an essential resource for researchers, professors, college students, as well as educational leaders and policy makers with interests in the STEM and STEAM disciplines, psychology, teaching and teacher education, library science, and multimedia.
A must-read for anyone committed to the future of education. This book is not only thought-provoking; it is a guide to action, offering a compelling approach that empowers youth and educators alike.
Dr. Margaret Honey, President and CEO, Scratch Foundation
David J. Shernoff, a leading expert in the field, explores how integrative approaches in STEM and STEAM are not just about preparing students for the future, but engaging them in solving real-world problems todaythis book demonstrates how education can empower students to become active, innovative contributors to society.
Cassie Quigley , author of Educator's Guide to STEAM Education
Examines STEM and STEAM techniques for conducting investigations and discovering innovative solutions Identifies key STEM and STEAM education advances (e.g., makerspaces, video games, virtual reality, and machine learning) Details the roles of K-12 STEM/STEAM education in design thinking, computer science, and climate change
Auteur
David J. Shernoff, Ph.D., is the Director of the Center for Mathematics, Science, and Computer Education (CMSCE) and Associate Professor in the Department of School Psychology at the Graduate School of Applied and Professional Psychology at Rutgers University. Before these positions, Dr. Shernoff was an Associate Professor at Northern Illinois University, where he taught courses in educational psychology, adolescent development, and motivation in the classroom. His research interests include student engagement and models of effective teacher professional development, especially in integrated STEM/STEAM and technology-supported learning environments. Research in these areas informs the Rutgers CMSCE's building of new programs in integrated STEM/STEM and Makerspace education at Rutgers University.
Contenu
Introduction to STEM, STEAM, and Its Real-Life Applications.- Making in Place, Flexible STEM / STEAM Learning, and Flow during the COVID-19 Pandemic.- Integrative STEM Teacher Professional Development.- Next Generation Science Standards: Conceptual and Pedagogical Shifts in STEM / STEAM Teaching in K to 12 Classrooms.- The Emergence of STEAM Instruction and Curricula Word-Wide.- Makerspaces and STEM / STEAM Education.- STEM / STEAM Culture of Collaboration: A Separate World from Lecture Classes.- Educational Video Games and Technology Integration.- Computer Science, Artificial Intelligence (AI) and Machine Learning in STEM.- Future Directions in STEM / STEAM Education Research and Practice: The Case of Climate Change Education.