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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