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Session Type: Symposium
This symposium brings together five pioneering art, museum and/or technology experts for the first time to present on STEAM educational projects, and their implications for future research, policy and practice. STEAM can be broadly defined as the integration of the arts disciplines into curriculum and instruction in the areas of science, technology, engineering and mathematics perceived as advantageous for generating new learning opportunities rooted in the process of hands-on design and production using creative thinking and problem solving. These presentations on various STEAM educational projects are intended to help define and question the purpose, proposed benefits and types of STEAM learning for PK-12 and higher education in contrast to arts integration and other types of arts education.
STEAM, Creativity, and Social Empowerment - Babette Allina, Rhode Island School of Design
STEAM by Another Name: Interdisciplinary Practice in Art and Design Education - Tracie E. Costantino, Rhode Island School of Design
Learning, Equity, and STEAM - Paula K. Hooper
Using E-Textiles to Integrate the Arts and STEM - Kylie A. Peppler, Indiana University - Bloomington