Chapter -1
Concept of STEAM
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Introduction
STEAM helps to foster a love of learning.
What is STEAM?
STEAM is an educational program developed for pre-primary and secondary students by college, graduate students to enhance study and careers in the fields of Science, Technology, Engineering, Arts & Mathematics.
How does STEAM approach help us in our learning?
STEAM approach help us to built hands-on activities that integrate Science, Technology, Engineering, Art, and Mathematics (STEAM) concepts.
These activities can include building structures from locally available materials around us such as paper or straws. Activities include:
- Creating music from everyday objects like water bottles;
- Experimenting with different materials;
- Designing and testing solutions for real world problems;
- Creating stories through drawing or other means of art.
It embraces the 4 C's
identified as key in 21st Century education:
Four C’s of STEAM
Creativity, Collaboration, Critical Thinking,
and Communication.
1.
Creativity & Constructive
To use
imagination to brainwave new idea
2.
Collaboration& Controlling
To explore more task to
bring out solution
3.
Critical Thinking, resonating &
reflecting
To construct amazing stuff
which is known by anyone
4.
Communication & Coordinating
Give & receive
information
Through group to learn more things
The world is constantly changing, and to keep up
with the changes, we need to learn new things and develop new skills.
The STEAM concept is one such
framework that encourages students to learn and develop in several fields,
including
- Physics,
- Chemistry,
- Biology,
- Aerospace,
- Maths,
- Design,
- Computer & Programming,
- Electronics & Robotics,
- Mechanical,
- Building & Construction,
- Engineering & Technology and
- Production, Processing & Selling.
Inside STEAM, we will cover the interrelatedness of these fields and the activities that students can undertake to enhance their STEAM skills
Understing the meaning of STEAM once again!
Science and Technology
Science and technology are interdependent. Science is used to
understand the laws of the universe, and technology is used to apply that
knowledge to create new and useful tools.
For example, scientists discovered the
principles of electricity, which led to the creation of the light bulb, thus
revolutionizing the way we live and work.
Engineering and Technology
Engineering and technology are also interdependent. Engineers
use technology to design and create new innovations toimprove our lives.
For example, engineers used technology to develop
the first airplanes, which revolutionized travel and transportation.
Art and Science
Art and science are also interdependent.
Artists use science to create new forms of expression.
For example, a cartoonist may use the principles
of science to create accurate portrayals of animals, plants, and other objects.
Art and Engineering
Art and engineering are also
interdependent. Engineers may rely on artists to create prototypes or designs
that are visually appealing.
For example, a car manufacturer may rely on an
artist to create a visually pleasing design for a new car model.
Mathematics
Mathematics is the component that
brings all the STEAM fields together. Mathematics ensures that all the
different components are working together accurately to achieve a common goal.
For example, a construction manager may work
with engineers, architects, and artists to build a new structure.
Most importantly, by incorporating inquiry based
principles and an highly adaptable framework to suit students of various
needs, STEAM helps to foster a love of learning.
Further, technology is also being used to equip
people who need a certain type of assistance to improve their quality of life
.it help people avail opportunities that would otherwise be inaccessible.
Science, Technology, Engineering, Arts, and Mathematics
(STEAM) is an interdisciplinary approach to learning that
incorporates subjects from these five areas.
Again!
Science is all about understanding the natural
world and how things work. It involves observing, questioning, and
experimenting to find answers to our questions. For example, we can learn about
different animals and plants by observing them and studying their features.
Technology is all about creating
tools and machines that make our lives easier. We use technology every day,
from our phones to our computers. In class, we can learn about coding and how
to use technology to solve problems.
Engineering is all about
designing and building new things. Engineers use science and technology to
create solutions to real-world problems. For example, we can learn about how to
build a bridge or a simple machine.
Arts are about creativity and expressing
ourselves. The expression of ideas and emotions through a physical medium like
drawing, making devices via using motor , & how they can also be used to
help solve problems.
Mathematics means verification of
our solutions.
Incorporating all of these disciplines into
education helps students to develop critical thinking skills, creativity, and
innovation.
It also prepares them for a wide range of
careers in fields such as medicine, engineering, business, and technology.
The STEAM concept is an
excellent approach to preparing students for real-world challenges. By
exploring the various components of STEAM, students can develop a broad range
of knowledge and skills that will be useful in their future careers. They can
also appreciate the different disciplines that make up the fields of science,
technology, engineering, art, and Mathematics and how each area contributes to
the society we live in.
Some skillful character tools which steam create
in us
1. Critical thinking: the ability to analyze and
evaluate information objectively. For example, a student may critically
evaluate multiple sources before forming an opinion on a controversial topic.
2. Problem-solving: the capability to identify
and solve complex problems. For instance, a student may use logical reasoning
and creativity to develop a solution for a real-world issue.
3. Communication: the skill to effectively
convey ideas and information. For example, a student may deliver a persuasive
presentation or write a clear and concise essay.
4. Collaboration: the ability to work
effectively in a team. For instance, a student may contribute their unique
skills and ideas while collaborating on a group project.
5. Creativity & imagination: the capability
to think outside the box and generate original ideas. For example, a student
may come up with innovative solutions for a design challenge.
6. Adaptability: the skill to adjust and thrive
in diverse situations. For instance, a student may quickly adapt to changes in
project requirements or new technologies.
7. Initiative: the ability to take the lead and
be proactive. For example, a student may initiate a community service project
or propose a new club at school.
8. Resilience: the capability to bounce back
from setbacks and overcome challenges. For instance, a student may persistently
study and practice to improve their performance in a challenging subject.
Activities
Wind Vane:
Required Materials:
- Foam board , - Cardboard ,- Straw , - Pins , -
Anemometer ,- Compass
Learning Objectives:
- Understanding wind direction, - Basic aerodynamics, - Materials science. - Following instructions
How to perform:
- Cut the foam board into an arrow shape and
attach it to the cardboard base using pins
- Attach the straw to the back of the arrow
using pins
- Connect an anemometer to the top of the straw
- Use a compass to ensure the arrow points north
- Take the wind vane outside and watch it move
in the direction of the wind
Build a Simple Robot:
Required Materials:
- 2 DC motors , - Wheels ,- A breadboard , -
Jumper cables ,- Battery and holder ,- On/off switch ,- Screws ,- Plastic body
Learning Objectives:
- Understanding simple circuits
- Basic robotics principles
- Mechanical engineering
- Following instructions
How to perform:
- Connect the DC motors to the breadboard using
jumper cables
- Attach wheels to the DC motors
- Connect the breadboard circuit to a battery
holder, switch, and battery
- Mount the breadboard on the plastic body
- Screw the DC motors onto the plastic body
- Turn the switch on to make the robot move
Make a Circuit Board:
Required Materials:
- Copper clad board ,- Etchant (such as ferric
chloride) ,- Permanent marker ,- Paper ,- Laser printer ,- Iron
Learning Objectives:
- Understanding circuit design
- Basic electronics
- Chemical reactions
- Following instructions
How to perform:
- Create a design for the circuit board using
paper and a permanent marker
- Print the design onto a special paper using a
laser printer
- Transfer the design onto the copper clad board
using an iron
- Submerge the board in the etchant to remove
the copper not protected by the design
- Rinse the board with water to remove the
etchant
- Drill holes in the board as needed
Make a Rainbow Jar:
Required Materials:
- A clear jar , Corn syrup or honey , Dish soap
, Rubbing alcohol , Water , Food coloring
Learning Objectives:
- Density
- Surface tension
- Color mixing
- Following instructions
How to perform:
- Create a mixture of corn syrup (or honey),
dish soap, and water and pour into the jar
- Add a layer of rubbing alcohol
- Use food coloring to add a layer of different
colors
- Repeat these layers until the jar is full
- Use a toothpick to mix the layers and create a
rainbow effect
Mind Mapping:
Required Materials:
- Paper , Pencils , Colored pens
Learning Objectives:
- Brainstorming and idea generation
- Organization and categorization
- Visual thinking
- Following instructions
How to perform:
- Write down a main idea in the center of the
paper
- Use colored pens to draw branches of related
ideas
- Add detail and sub-branches to each idea
- Create connections between ideas and use
different colors to represent different categories
Link up the Longest Paper Chain:
Required Materials:
- Colored paper , Scissors , Glue or tape
Learning Objectives:
- Measurement and estimation
- Patience and perseverance
- Following instructions
- Hand-eye coordination
How to perform:
- Cut the paper into strips of equal size
- Link the strips together by overlapping and
gluing or taping
- Continue adding links until the chain is as
long as possible
Build a Rube Goldberg Machine:
Required Materials:
- Household items (such as dominoes, marbles,
ramps, and toy cars)
- Building materials (such as cardboard and
wood)
- Glue or tape
- Household tools (such as scissors and pliers)
Learning Objectives:
- Physics principles (such as force, momentum,
and gravity)
- Mechanical engineering
- Problem solving
- Following instructions
How to perform:
- Brainstorm a creative machine design that uses
a series of steps to accomplish a task
- Gather household items and building materials
- Build each step of the machine and link them
together
- Test the machine to ensure each step works as
planned
Simple Generator:
Required Materials:
- Copper wire , Magnets , Nail or screw ,
plywood or cardboard , LED bulb,Alligator clips , Hobby knife
Learning Objectives:
- Understanding electromagnetism
- Energy conversion
- Following instructions
- Fine motor skills
How to perform:
- Wind copper wire around a nail or screw
- Attach magnets to the ends of the nail or
screw
- Cut a piece of cardboard or plywood to serve
as the base
- Connect the wire to an LED bulb using
alligator clips
- Move the magnets back and forth to generate
electricity and light up the bulb
Solar Rover:
Required Materials:
- Solar panel , DC motor , Wheels ,Battery and
battery clip , jumper cables , Plastic body , Screws , on / off switch
Learning Objectives:
- Understanding solar power
- Basic electronics
- Mechanical engineering
- Following instructions
How to perform:
- Attach the solar panel to the plastic body
using screws
- Connect the DC motor to the solar panel using
jumper cables
- Attach wheels to the DC motor
- Connect the breadboard circuit to a battery
holder, switch, and battery
- Mount the breadboard on the plastic body
- Screw the DC motors onto the plastic body
- Turn the switch on to make the robot move when
exposed to sunlight
***Thank You***
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