Resources

Whitepapers

  • The Esports Edge

    Esports programs are kicking off across the country as educators see the value in leveraging internet-based game-playing to boost STEM education. From encouraging students who may not be interested in school to pursue their education to growing the number of girls entering STEAM degree programs at the college level, esports are becoming increasingly important to create a pipeline of college-going 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:
    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:
    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:
    What Esports Mean for Education

    Why should a university get involved with Esports? Two higher education Esports leaders share their experiences running Esports programs on their campuses, including what it involves, why it matters, the benefits they see for students and their institution, and more.

  • STEAM Week:
    A Guide to Starting and Running an Esports Team

    Chris Aviles, middle school teacher and author of the Guide to Esports in Education, takes a deep dive into the process of starting an Esports team, from selecting a game to convincing stakeholders to managing equipment, and also looks at the best ways for ensuring positive educational outcomes for students.

  • 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.

  • NGSS Deep Dive, Part 2

    Part 2 of A Special 2-Part Webcast Series on NGSS!

    A Deep Dive From the Teacher’s Perspective Into a Middle School NGSS- Aligned Curricula: “Health in Our Hands”

  • NGSS Deep Dive, Elementary Grades, Part 1

    Part 1 of A Special 2-Part Webcast Series on NGSS!

    Next Generation Science Standards represent a huge leap in science education in American schools. But what are the standards, and how do they fit into day-to-day instruction? This special two-part series, hosted by STEAM Universe and featuring some of the leading voices in NGSS, will dive deep into the standards and cover specific issues and the use of tech-based curriculum, with a special focus on elementary grades.

  • NGSS Curricula: A Deep Dive into an NGSS-Aligned Curricular Unit

    Join our panel of experts, moderated by Editor-in-Chief David Nagel, as they take a deep dive into Next Generation Science Standards (NGSS). We will begin with a review of the key concepts in NGSS — Three-Dimensional Learning, “figuring things out,” Performance Expectations and more — then delve into a specific NGSS-aligned unit, in order to better understand how those key concepts are realized in actual curricula.

  • Speak Up Survey: Trends in STEM and STEAM Education

    Join Project Tomorrow CEO Julie Evans and STEAM Universe Editor-in-Chief David Nagel as they explore the latest results from the most massive education technology survey project ever. This session will focus specifically on STEM and STEAM education in K–12, featuring data compiled as part of the 2017–2018 Speak Up Survey, which included more than 340,000 students, 33,000 teachers, 23,000 parents and 2,400 administrators!