Resources

Whitepapers

  • 4 Ways to Make Coding and STEAM More Playful

    Introducing new STEAM and coding concepts into existing curriculum is challenging. One key to success is to make it approachable, fun, and playful for both teachers and students.

  • Engaging Students in STEAM Learning

    Engaging students in STEAM subjects not only creates pathways to future job opportunities; it helps them become adept at solving all kinds of problems they might encounter, regardless of their chosen careers. Download this informative Snapshot report to explore 5 insightful articles on how to provide high-quality STEAM learning opportunities for students.

  • How to Start a Makerspace

    With the ever-growing popularity of the maker movement, public, school and academic libraries have become places where innovation is fostered and hands-on learning comes to life. Makerspaces range from high-tech to low-tech to everything in between.

Webcasts

  • STEAM Week:
    Running a District-wide Esports League

    Kyle Berger, chief technology officer for a Texas district, was amazed by the response he received when he began working with students in his schools to set up an esports program. Kids who had never shown interest in any school-related activity suddenly vied to be part of the competitive teams, worried over grades that might disqualify them from participating and wore school athletic shirts with pride.

  • STEAM Week:
    Creating Community in Esports through Inclusion and Diversity

    Gaming is timeless, and games connect people. And at the university level, esports programs that prioritize that connection through inclusion and diversity ultimately result in success on all levels. In this session, the University of Montana will share how esports can give students a greater sense of community, dedication and purpose, while boosting their communication, collaboration and teamwork skills.

  • STEAM Week:
    AV-Powered Esports Arenas Bring a Whole New Game to Higher Education

    Esports is not only the hottest, fastest growing segment of online gaming, it’s also one of fastest growing areas of study in higher education. Forward-looking colleges and universities are moving quickly to create new gaming spaces on their campuses — for learning and for entertainment. In this session, AVIXA, the Audiovisual and Integrated Experience Association, will moderate a panel with experts from Caldwell University and Full Sail University to discuss their recent esports projects and what it takes to create esports experiences that are as compelling as they are educational.

  • STEAM Week:
    Esports Leagues: From Curriculum to Competitions

    Esports leagues can extend the benefits of esports by providing a framework for a successful organization that blends education, scholarships, support and access to opportunities beyond high school.

  • STEAM Week:
    Integrating Esports into STEAM

    Chris Aviles, middle school teacher and author of the Guide to Esports in Education, takes a deep dive into esports in the context of STEAM education.

  • STEAM Week:
    Behind the Scenes of Collegiate Esports

    Stephane Muller, director of business & technology programs at the University of California, Irvine and the instructor for a four-course esports specialization on Coursera, will explain the ins and outs of esports in higher education, from games, players and professional organizations, to scholarships, career planning and more.

  • STEAM Week:
    Designing & Planning a Campus Makerspace

    The idea of “makerspaces” is a popular trend related to active, collaborative learning. Makerspaces can take many forms and are loosely defined as physical locations or studios for hands-on experimentation, building prototypes, and otherwise testing ideas. What are the factors that need to be considered when designing and furnishing these spaces? June Hanley, principal planner for HDR, a firm specializing in engineering, environmental and construction services with 200+ offices around the globe, will highlight the main considerations for the design and planning of these spaces.

  • STEAM Week:
    Makerspaces and Creating an Innovation Ecosystem

    The idea of “makerspaces” is a popular trend related to active, collaborative learning. Makerspaces can take many forms and are loosely defined as physical locations or studios for hands-on experimentation, building prototypes, and otherwise testing ideas. What are the factors that need to be considered when designing and furnishing these spaces? June Hanley, principal planner for HDR, a firm specializing in engineering, environmental and construction services with 200+ offices around the globe, will highlight the main considerations for the design and planning of these spaces.

  • STEAM Week:
    Key Considerations for a School Makerspace

    Makerspaces are “DIY” social spaces where students meet to create, design, share ideas and learn. Makerspaces are popular because they incubate STEM (science, technology, engineering and math) and STEAM (the fore-mentioned plus art) skills, marketable proficiencies for students in the 21st-century economy. Aside from STEM, makerspaces promote collaboration, critical thinking, and creativity — skills students use in college and careers. What are the factors that need to be considered when designing and furnishing these spaces? We’ll highlight the main considerations in this free session.

  • STEAM Week:
    Using Games to Enhance Student Learning

    Fun and competition are the major draws for students when it comes to Esports, but for educators, it takes more than that. In this free webinar, two high school teachers explore the educational and personal development goals of their Esports program, which includes everything from character development and technology education to career readiness and nutrition.