STEAM and Computational Thinking

 Overview

STEAM, which focuses on using science, technology, engineering, art, and mathematics to complete a task, has been widely integrated into elementary classrooms. However, computational thinking (CT), which seeks to teach students how to think critically and problem-solve, is often overlooked or confused. CT pairs well with STEAM because it enhances STEAM lessons by centring lessons around a problem, not an idea. Students use CT to break down these big problems into smaller pieces, gather information, create a sequence or algorithm, and examine the impact of technology on daily life (Herro et al. 158). This pairing allows teachers to create cross-curricular learning opportunities where students can use a variety of competencies and methods to identify and solve a problem, create a design plan, and implement their idea.

Bringing It to the Library

I plan to introduce CT and STEAM into the library through storytime STEAM challenges. Books like Not a Box by Antoinette Portis can challenge students’ initial perspective of everyday objects, challenging them to think outside the box (see what I did there?), while Andrea Beaty’s Questioneers series highlights STEAM related careers and champions qualities like creativity and ingenuity. In fact, I challenge you to find a book that could not anchor a STEAM/CT lesson.

I also find inspiration for STEAM/CT lessons from the BC Curriculum. I can support classroom teachers by creating STEAM / CT lessons based on what students were learning in class. For example, grade 5 students who are learning about simple machines could research and create pinball machines to learn about simple machines.

Core Competencies

STEAM and CT teach students about collaboration. Studies have shown that students who are learning both CT are, “…highly engaged socially, emotionally and behaviorally in learning CT concepts” (159). Critical thinking is another essential part of STEAM that teach students to analyze and investigate items to identify a problem, before generating ideas to create a solution.

 

Works Cited

Herro, Danielle, et al. “Instructional Practices Promoting Computational Thinking in STEAM Elementary Classrooms.” Journal of Digital Learning in Teacher Education, vol. 38, no. 4, Sept. 2022, pp. 158–172, doi:10.1080/21532974.2022.2087125.

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