9:00 am - 11:00 am
I have no doubt that the training and general content we experienced over the three-month 6-sessions will help us to provide fun and meaningful program activities for hundreds of deserving youth in our afterschool programs. Through your training sessions, you have given us the skills and opportunity to help youth to think and plan their future in STEAM. You have given us some awesome ideas to plan and work with kids at all levels. I would strongly recommend your program to anyone who is seeking a way to get kids excited about STEAM.
Herbert LoweCounselorGalaxy E3 Afterschool Enrichment Program
STEAM Initiative Cohort – Part Two – IN-PERSON
Bring curiosity, creativity and discovery to your program through engaging STEAM experiences!
This interactive six-part cohort is designed for out-of-school time professionals who want to confidently lead hands-on activities that connect science, technology, engineering, art and math to the real world.
No STEAM background is required.
Together, you’ll explore easy-to-implement lessons, strengthen your facilitation skills and discover how STEAM can spark problem-solving, teamwork, creativity and career exploration for youth. You’ll leave with ready-to-use activities and a step-by-step plan to build a fun, engaging and sustainable STEAM program at your site.
This training series is a hybrid learning experience that combines in-person and virtual training. By registering, you commit to attending all six training sessions, participating in two observation and coaching sessions and completing site-based STEAM activities with accompanying reflections and artifact assignments.
Upon successful completion of the cohort, coaching sessions and follow-up assignments, participants can earn up to 18 clock hours (1.8 CEUs) and receive more than $100 in STEAM materials. The cohort includes four in-person sessions.
Training schedule is hybrid with four in-person sessions.
Session one is from 9am-11:30am. All other sessions are from 9am-11am.
Part 1 – Believe: October 2, 2026 **IN PERSON**
Part 2 – The 5E’s Instructional Method: October 9, 2026 **IN PERSON**
Part 3 – The 5E’s Competencies: October 23, 2026
Part 4 – Strengthening the Lesson Plans: November 6, 2026
Part 5 – STEAM Curriculum: November 20, 2026 **IN PERSON**
Part 6 – Individualized Approach to STEAM: December 4, 2026 **IN PERSON**
STEAM 1: Believe
Training Objectives:
Participants will:
- Recall why STEAM in afterschool programs is important.
- Discuss the role of the afterschool STEAM practitioner in creating quality informal science experiences.
- Identify youth development strategies that are infused in STEAM learning.
STEAM 2: The 5E’s Instructional Method
Training Objectives
Participants will:
- Identify the stages of the 5Es Instructional Method
- Utilize purposeful, open-ended questions when implementing STEAM activities.
STEAM 3: The 5E’s Competencies
Training Objectives
Participants will:
- Discuss STEAM-related stereotypes and the impact on youth.
- Develop STEAM activities and lessons using the 5Es competencies.
STEAM 4: Strengthening the Lesson Plans
Training Objectives
Participants will:
- Compare innovative and unique STEAM-related careers.
- Identify ways to strengthen lesson plans and infuse learning into STEAM activities.
STEAM 5: STEAM Curriculum
Training Objectives
Participants will:
- Describe and utilize established STEAM curriculum options.
- Create lesson plans that make STEAM learning both meaningful and fun.
STEAM 6: Individualized Approach to STEAM
Training Objectives
Participants will:
- Identify Prime Time Palm Beach County expanded learning opportunities (ELOs) as an additional STEM resource.
- Determine ways to overcome obstacles in a new or existing STEAM program.
- Create a plan for sustaining STEAM efforts in their afterschool programs.
Core Knowledge, Skills and Competencies Addressed (CKSCs):
Learning Environments and Curriculum
Physical Environment and Activities
Identify – A. Recognizes the importance of creating a developmentally and culturally responsive learning environment and following a curriculum.
Apply – D. Creates engaging, physically, emotionally safe, and inclusive environments to encourage play, exploration, and learning across developmental domains.
Primary QIS Scales Addressed:
II. Supportive Environment
II-J. Active Learning
II-J-1. Young people engage with materials or ideas
IV. EngagingEnvironment
IV-O. Furthering Learning
IV-O-3. Encourage extending knowledge
IV-O-4. Encourage logical reasoning
IV-O-5. Guide discovery

