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STEAM & EdTech: the perfect match for cross-curricular classroom activities

25 May 2022

Creativity, innovation, leadership, critical thinking, problem-solving are only a few of the key soft skills that STEAM can foster.


What makes STEAM so crucial for next-generation students?

We’re living in the middle of the so-called Fourth Industrial Revolution, and technology is paving the way for incredible innovations across the board. It’s not only changing the way we live and work, but it’s also changing the way students learn. In the long haul, those who are attending primary and secondary schools today will live their adult life in a completely different world, and yet many of them are still learning following outdated academic programs. 


Equipped with the right resources, today’s teachers can prepare their pupils for what’s to come by engaging them in an unprecedented way. What they learn today in the classroom will become part of their experiential background ahead of the next stages of their lives. And this is where STEAM and EdTech come into play.


STEAM stands for Science, Technology, Engineering, Art, Math. Differently from its earlier STEM iteration, this educational approach embraces humanities, language arts, dance, drama, music, visual arts, design and new media and so on. 


While still investigating scientific concepts, STEAM is focused on problem-based learning that includes a creative process. Hands-on activities become the core of this methodology, engaging students with projects that strongly rely on real-world evidence, ultimately fostering problem-solving, critical thinking and other key 21st Century skills.


It’s important to keep in mind that integration is one of the pillars of STEAM initiatives. In fact, science, technology, engineering, art and math can combine together to create a variety of interesting cross-subject projects. 


The role of EdTech in STEAM learning

Technology is an important part of educational programs. Today’s students need to learn how to use computers, tools and devices not only at schools but also in their daily lives. The more familiar they grow with tech, the easier it will be for them to implement it in their future employment. 


Nevertheless, technology is not only one of the five STEAM education fields, but also a resourceful medium to engage students with interactive hands-on projects. Technology is actually the framework by which the subjects of STEAM can meet in a number of cross-over applications.


Whether you’re setting up a makerspace in your school, or teaching in the classroom, choosing the right device to carry on STEAM lessons is undoubtedly the best way to start a journey into this world. 


The devices from the Acer TravelMate series, for example, make the perfect learning companion carry on STEAM projects that will keep your classroom engaged with jaw-dropping activities.


For instance, have you ever thought about building a machine that emulates human hands? It all starts with cardboard and straws to replicate anatomy and biomechanics, but it’s through tests and data visualization in Microsoft Excel that they can generate new ideas and explore new possibilities. 


This is only one example of the plethora of possibilities you can take into consideration for your students. All it takes is just the right device, some inventiveness and a great desire for offering a next-level experience to your students. 


Check out more interesting project ideas on Microsoft’s Hacking STEM Library and discover why Acer TravelMate can enhance your students’ learning experience by reading more here.


Original source: https://acerforeducation.acer.com/

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