Professional Education Conference

SCHREINER UNIVERSITY PROFESSIONS IN EDUCATION

Date:  Friday, November 13, 2015
Time:  8:00am - 3:00pm
Location:  In the CCAC at Schreiner University

Click here >>> ONLINE REGISTRATION


  Professional Education Conference 2015 Schreiner University

About Susan Riley Susan Riley
Susan Riley is the founder and President of EducationCloset.com. She focuses on teacher professional development in arts integration, Common Core State Standards, 21st century learning skills, and technology.

STEAM is an educational approach to learning that uses Science, Technology, Engineering, the Arts and Mathematics as access points for guiding student inquiry, dialogue, and critical thinking.  The end results are students who take thoughtful risks, engage in experiential learning, persist in problem-solving, embrace collaboration, and work through the creative process.  These are the innovators, educators, leaders, and learners of the 21st century!

STEM vs. STEAM

Much has been proclaimed about the need for more STEM “programs” in our schools.  The logic is simple: the wave of future economic prosperity lies in a workforce that is well-versed in rising job markets like science, technology, engineering and math.  Thus, there has been an increased investment in STEM initiatives in schools.  

While these initiatives are a wonderful start into the exploration of these four areas of study, the critical process of creativity and innovation is missing.  Students in STEM programs may have more experiential learning opportunities, but they are limited to only science, technology, engineering and math.  Our economy requires so much more than an understanding of these areas – it requires application, creation and ingenuity.  STEM alone does not foster these essential nutrients.

STEAM is a way to take the benefits of STEM and complete the package by integrating these principles in and through the arts.  STEAM takes STEM to the next level: it allows students to connect their learning in these critical areas together with arts practices, elements, design principles, and standards to provide the whole pallet of learning at their disposal.  STEAM removes limitations and replaces them with wonder, critique, inquiry, and innovation   http://educationcloset.com/steam/

©