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Presented by Mariadi & Karwandi
English Education Graduate Program of Sriwijaya University
Highlight of Presentation
Definition and Objectives of STEAM Learning
The Principles of STEAM Learning
Problem-Based Learning in STEAM
STEAM Learning Oriented to Project
The Obstacles of STEAM Learning
Georgette Yakman
“The Founder of STEAM Education”
In 2006, Georgette Yakman developed the STEAM
educational framework.She began its implementation
in 2007 as an engineering and technology teacher. She
was awarded theBigIdeasFestrecognition by theGates
andQatarFoundationsand invited to Korea where her
platform was adopted across the nation in 2011.
Science Technology Engineering Arts Mathematics
Definition of
STEAM Learning
“an innovative interdisciplinary learning approach in which Science,
Technology, Engineering, Arts, and Mathematics are integrated with a focus
on the process of learning problem solving in real life”
(Sahih, 2015)
STEAM Learning
Approaches
SILO
APPROACH
EMBEDED
APPROACH
INTEGRATED
APPROACH
● Developing human resources in the STEAM field.
● Supporting 4C skills needed to face the industrial
revolution 4.0 era.
● Fostering intellectual curiosity and cognitive skills
along with respecting local wisdom.
● Gender equality in STEAM field.
● Improving students’ STEAM literacy.
STEAM Learning
Objectives
Representingacontextualproblemandarousinginterest.
The Principle of Attention and Motivation
01
Solvingproblemsby thinkinginductivelyordeductively.
The Principle of Activeness
02
Doingtheexperiment.
The Principle of Direct Involvement
03
Doingexercisesin theform ofworksheets,questions,andrepeatinglessons.
The Principle of Repetition
04
Findingtheconceptofthestudiedfield.
The Principle of Challenge
05
Givinga positiveresponserepeatedly.
The Principle of Feedbackand Reinforcement
06
Treatingandservicingbasedon theabilityandneeds.
The Principle of Individual Difference
07
The Principles of
STEAM Learning
“A teaching strategy that simultaneously develops
problem-solving strategies, disciplinary knowledge,
and skills by placing students in the active role as
problem-solvers confronted with a structured
problem which mirrors real-worldproblems”.
(Cunningham et. al. 2002)
Problem-Based
Learning
Learning occurs in small
groups
Teachers act as facilitators
New information is acquired
through self-directed learning
Authentic problems form
the organizing focus for
learning
Learning is student-centered
The Characteristics of
Problem-Based Learning
5 Steps of Conducting
Problem-Based Learning
Get student orientation to the problem.
Organize students.
Guide individual and group
investigations.
Develop and represent the work.
Analyze and evaluatethe problem-
solving process.
STEAM Learning
Oriented to Project
This learning must be oriented with the problem in realworld.
Hereare the steps :
Choosing topic.
Connecting topic.
Defining challenge.
Having solution
Explaining challenge
Using plan.
Guiding students.
Testing prototype.
Asking to communicate.
Redesigning prototype.
01
02
03
04
05
06
07
08
09
10
Learning Strategies
for STEAM Project
Arts
• Writing.
• Communication.
Engineering
• Buildingmodel.
• Improving thedesign.
Technology
• Doingresearch.
• Onlineweb and library.
Mathematics
• Collectingdata.
• Analyzingdata.
Science
• Choosingtheproblem.
• Doingexperiment.
“Example of STEAM Learning in Project”
Arts
Engineering
Technology
Science
Howto
makea kite
Mathematics
Supposed to be late if applying at middle schools.
• Now, applying at Senior High School.
The Obstacles of
STEAM Learning
Question and Answer Session
Please mention your nameand speak slowly.
Question:
Name:
01
Question:
Name:
02
Question:
Name:
03
Thank You
For yourkindlyattentionand greatquestions!

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STEAM Learning & Problem-based Learning (PBL)

  • 1. Presented by Mariadi & Karwandi English Education Graduate Program of Sriwijaya University
  • 2. Highlight of Presentation Definition and Objectives of STEAM Learning The Principles of STEAM Learning Problem-Based Learning in STEAM STEAM Learning Oriented to Project The Obstacles of STEAM Learning
  • 3. Georgette Yakman “The Founder of STEAM Education” In 2006, Georgette Yakman developed the STEAM educational framework.She began its implementation in 2007 as an engineering and technology teacher. She was awarded theBigIdeasFestrecognition by theGates andQatarFoundationsand invited to Korea where her platform was adopted across the nation in 2011.
  • 4. Science Technology Engineering Arts Mathematics Definition of STEAM Learning “an innovative interdisciplinary learning approach in which Science, Technology, Engineering, Arts, and Mathematics are integrated with a focus on the process of learning problem solving in real life” (Sahih, 2015)
  • 6. ● Developing human resources in the STEAM field. ● Supporting 4C skills needed to face the industrial revolution 4.0 era. ● Fostering intellectual curiosity and cognitive skills along with respecting local wisdom. ● Gender equality in STEAM field. ● Improving students’ STEAM literacy. STEAM Learning Objectives
  • 7. Representingacontextualproblemandarousinginterest. The Principle of Attention and Motivation 01 Solvingproblemsby thinkinginductivelyordeductively. The Principle of Activeness 02 Doingtheexperiment. The Principle of Direct Involvement 03 Doingexercisesin theform ofworksheets,questions,andrepeatinglessons. The Principle of Repetition 04 Findingtheconceptofthestudiedfield. The Principle of Challenge 05 Givinga positiveresponserepeatedly. The Principle of Feedbackand Reinforcement 06 Treatingandservicingbasedon theabilityandneeds. The Principle of Individual Difference 07 The Principles of STEAM Learning
  • 8. “A teaching strategy that simultaneously develops problem-solving strategies, disciplinary knowledge, and skills by placing students in the active role as problem-solvers confronted with a structured problem which mirrors real-worldproblems”. (Cunningham et. al. 2002) Problem-Based Learning
  • 9. Learning occurs in small groups Teachers act as facilitators New information is acquired through self-directed learning Authentic problems form the organizing focus for learning Learning is student-centered The Characteristics of Problem-Based Learning
  • 10. 5 Steps of Conducting Problem-Based Learning Get student orientation to the problem. Organize students. Guide individual and group investigations. Develop and represent the work. Analyze and evaluatethe problem- solving process.
  • 11. STEAM Learning Oriented to Project This learning must be oriented with the problem in realworld. Hereare the steps : Choosing topic. Connecting topic. Defining challenge. Having solution Explaining challenge Using plan. Guiding students. Testing prototype. Asking to communicate. Redesigning prototype. 01 02 03 04 05 06 07 08 09 10
  • 12. Learning Strategies for STEAM Project Arts • Writing. • Communication. Engineering • Buildingmodel. • Improving thedesign. Technology • Doingresearch. • Onlineweb and library. Mathematics • Collectingdata. • Analyzingdata. Science • Choosingtheproblem. • Doingexperiment.
  • 13. “Example of STEAM Learning in Project” Arts Engineering Technology Science Howto makea kite Mathematics
  • 14. Supposed to be late if applying at middle schools. • Now, applying at Senior High School. The Obstacles of STEAM Learning
  • 15. Question and Answer Session Please mention your nameand speak slowly. Question: Name: 01 Question: Name: 02 Question: Name: 03