Fri, November 06, 2026
9:00 am - 11:00 am

STEAM Initiative Cohort – Part Four – VIRTUAL

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: 

  1. Recall why STEAM in afterschool programs is important.  
  2. Discuss the role of the afterschool STEAM practitioner in creating quality informal science experiences.  
  3. 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 5Es 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 5Es 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. EngagingEnvironment 

IV-O. Furthering Learning 

IV-O-3. Encourage extending knowledge 

IV-O-4. Encourage logical reasoning 

IV-O-5. Guide discovery