Thu, March 28, 2024
9:00 am - 11:00 am

STEAM Training Series – Part 5 – VIRTUAL

Participants are REQUIRED TO ATTEND ALL TRAININGS in the series and complete two modeling sessions at their program site and assignments in between trainings.

By registering for this training, you are committing to all training session dates.

Part 1 – Believe

Part 2 – The 5E’s Instructional Method

Part 3 – The 5E’s Competencies

Part 4 – Strengthening the Lesson Plans

Part 5 – STEAM Curriculum

Part 6 – Individualized Approach to STEAM

STEAM is everywhere.  STEAM learning in OST allows youth to connect with STEAM to their everyday life.  Hands-on, STEAM activities are not only fun, but will increase youth’s interest and knowledge where they can imagine themselves as scientists or professionals in a STEAM career.

In the STEAM training series, participants will learn and practice engaging activities that explore the worlds of science, technology, engineering, arts, and math. This series boosts practitioners’ confidence in science knowledge, demonstrates activities that link youth development strategies and intentional STEAM learning opportunities, and guides participants in implementing STEAM in their program that is easy and effective.

Upon successful completion of this training series, follow up assignment(s), and modeling sessions the participant will earn 20 clock hours (2 CEUs) of training.

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:

  1. Identify the stages of the 5E’s Instructional Method
  2. Utilize purposeful, open-ended questions when implementing STEAM activities.

STEAM 3: The 5E’s Competencies 

Training Objectives: 

Participants will:

  1. Discuss STEAM-related stereotypes and the impact on youth.
  2. Develop STEAM activities and lessons using the 5E’s competencies.

STEAM 4:  Strengthening the Lesson Plans 

Training Objectives:

Participants will:

  1. Compare innovative and unique STEAM-related careers.
  2. Identify ways to strengthen lesson plans and infuse learning into STEAM activities.

STEAM 5: STEAM Curriculum 

Training Objectives: 

Participants will:

  1. Describe and utilize established STEAM curriculum options.
  2. Create lesson plans that make STEAM learning both meaningful and fun.

STEAM 6:  Individualized Approach to STEAM 

Training Objectives: 

Participants will:

  1. Identify Prime Time Palm Beach County expanded learning opportunities (ELOs) as an additional STEM resource.
  2. Determine ways to overcome obstacles in a new or existing STEAM program.
  3. 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. Engaging Environment

IV-O. Furthering Learning

IV-O-3. Encourage extending knowledge

IV-O-4. Encourage logical reasoning

IV-O-5. Guide discovery