9:00 am - 11:00 am
VIRTUAL: STEAM Training Series Part 3
Length of Training: STEAM Training Series is a 6-part training series; 12 hours total; each part 1-6 is 2 hours.
Upon successful completion of this training series, the participant will earn 20 clock hours (2 CEUs) of training.
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.
STEAM 1: Believe
- 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 02/17/23
- Identify the stages of the 5E’s Instructional Method.
- Utilize purposeful, open-ended questions when implementing STEAM activities.
STEAM 3: The 5E’s Competencies 03/03/23
- Discuss STEAM-related stereotypes and the impact on youth
- Develop STEAM activities and lessons using the 5E’s competencies
STEAM 4: Strengthening the Lesson Plans 03/10/23
- Compare innovative and unique STEAM-related careers
- Identify ways to strengthen lesson plans and infuse learning into STEAM activities.
STEAM 5: STEAM Curriculum 03/31/23
- Describe and utilize established STEAM curriculum options.
- Create lesson plans that make STEAM learning both meaningful and fun.
- Identify Prime Time Palm Beach County expanded learning opportunities (ELOs) as an additional STEM resource.
STEAM 6: Individualized Approach to STEAM 04/14/23
- Determine ways to overcome obstacles in a new or existing STEAM program
- Create a plan for sustaining STEAM efforts in their afterschool programs
Core Competencies Addressed
Core Knowledge Area – Learning Environment and Curriculum: Entry Level and Level 1, 2
4.B.-Design and implement a curriculum to enhance cognitive development
Core Knowledge Area – Interaction with Children/Youth: Entry Level and Level 1, 2
5.A.- Promote meaningful engagement, leadership, and guidance of the children/youth
Primary QIS Scales Addressed
II-J Active Learning
1 The activities involve youth in engaging with (creating, combining, reforming) materials or ideas or improving a skill through guided practice.
2 Activities lead to tangible products or performances that reflect ideas or designs of youth
III-O Furthering Learning
3 Staff encourage young people to deepen or extend their knowledge or thinking (e.g., staff ask open-ended questions that encourage young people to analyze; define a problem;
5 Staff make comments, ask questions that guide young people in discovering an answer to a problem, or guide young people’s initiative in learning