A Title I STEAM-focused school connects students to new ideas with tech tools that help construct their problem-solving skills all in one place.
Pop-up makerspaces have allowed project-based learning to grow and blossom. Using higher-order thinking skills, students are given the opportunity to problem-solve, ask questions, think, create, innovate, fix and revise. A new set of learning theories have popped up as well. Innovation and design theory have become a way of learning, with entrepreneurship at the helm.
In addition to improvements in cost, the device reportedly allows for larger-scale printing and greater precision than many commercially available bioprinters. The team released its research under a Creative Commons license to encourage others to build their own as well.
Nearly all, 85 percent, of educators and policymakers in the United States, say they think creative problem solving is a very important skill for students to learn in school, according to a new survey. At the same time, 84 percent of educators and and 68 percent of policymakers surveyed said that there is not enough emphasis on creative problem solving in American education.
Students at MIT have designed a robot that can solve a Rubik's Cube in 0.38 seconds, setting a world record. Designed and built by a pair of students using the student-run hackerspace MIT Electronics Research Society, the robot broke the previous world record, set in 2016, of 0.67 seconds.
Pennsylvania's Montour Elementary School stands out even among schools that have embraced STEAM education, the maker movement, hands-on learning and augmented and virtual reality. So when the K–4 school opened the world's first "Brick Makerspace" — a Lego-powered STEAM lab developed and implemented in conjunction with Carnegie Mellon University, Lego Education, parents, students and a local Barnes and Noble — it wasn't just a one-off affair; rather, it was yet another advance in the school's efforts to integrate principles of STEAM education throughout the curriculum.
Dubbed "Makerspaces: Designing Collaborative Spaces for 21st Century Learners," the project aims to encourage project-based learning, design thinking and the notion of students as creators.
Spending on 3D printing will reach nearly $12 billion this year, up 19.9 percent over 2017, according to a new report from International Data Corp. The United States will lead spending as it accounts for about a third, $4.1 billion, of the total this year. Western Europe will follow with about $3.5 billion, and China will take the third spot as it spends $1.5 billion.
Librarian and computer teacher Crysta Baier shares how hands-on STEAM activities can help bring literature to life for young students.
The new site offers tools for users to meet other makers, learn about engineering disciplines, share projects or meet mentors among Cornell graduate students, alumni and professors.