Description

Book Synopsis
Using STEAM activities, this book places school librarians at the intersection with inquiry in an elementary school. Learners will think like a scientist and design like an engineer using an iterative process to make authentic learning connections and develop a growth mindset.

Table of Contents
  • Acknowledgements
  • Introduction: Using a STEAM Approach in the Classroom and the School Library
  • Part I: Understanding STEAM and its role in the Elementary School Library
  • Chapter 1: Why STEAM?
  • Chapter 2: Applying a Growth Mindset
  • Part II: STEAM Activities
  • Chapter 3: Thinking Like a Scientist
  • Imagining: Exploring Scientists
  • Making a Tissue Box Guitar: Exploring Sound
  • Making Dye: Examining Color
  • Making a Spiderweb: Insect Exploration
  • Fast Surfaces: Experimenting with Friction
  • Melted Crayons: States of Matter
  • String Art: Exploring Patterns
  • Chapter 4: Designing Like an Engineer
  • Working Together: Build a Tower Challenge
  • Building a Flashlight: Looking at Circuits
  • Building a Rube Goldberg Machine: Engineering Challenge
  • Designing a Thermos: Exploring Heat
  • Ready to Recycle: Trash to Treasure Challenge
  • Bobbing Boats: Floating and Sinking
  • Coding with Cups: Design a Structure Using Code
  • Part III: Making STEAM Work for You
  • Chapter 5: Writing your own Scaffolded Lesson Plans
  • Chapter 6: Strategies for Collaboration
  • Chapter 7: Assessing Learners Work
  • Conclusion: Moving from Inspiration to Collaboration
  • Appendix
  • Bibliography
  • Contributor
  • Index

STEAM Activities in 30 Minutes for Elementary

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    A Paperback by Deborah Rinio

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      Publisher: MP-ALA American Library Assoc
      Publication Date: 4/30/2020 12:00:00 AM
      ISBN13: 9780838946800, 978-0838946800
      ISBN10: 0838946801

      Description

      Book Synopsis
      Using STEAM activities, this book places school librarians at the intersection with inquiry in an elementary school. Learners will think like a scientist and design like an engineer using an iterative process to make authentic learning connections and develop a growth mindset.

      Table of Contents
      • Acknowledgements
      • Introduction: Using a STEAM Approach in the Classroom and the School Library
      • Part I: Understanding STEAM and its role in the Elementary School Library
      • Chapter 1: Why STEAM?
      • Chapter 2: Applying a Growth Mindset
      • Part II: STEAM Activities
      • Chapter 3: Thinking Like a Scientist
      • Imagining: Exploring Scientists
      • Making a Tissue Box Guitar: Exploring Sound
      • Making Dye: Examining Color
      • Making a Spiderweb: Insect Exploration
      • Fast Surfaces: Experimenting with Friction
      • Melted Crayons: States of Matter
      • String Art: Exploring Patterns
      • Chapter 4: Designing Like an Engineer
      • Working Together: Build a Tower Challenge
      • Building a Flashlight: Looking at Circuits
      • Building a Rube Goldberg Machine: Engineering Challenge
      • Designing a Thermos: Exploring Heat
      • Ready to Recycle: Trash to Treasure Challenge
      • Bobbing Boats: Floating and Sinking
      • Coding with Cups: Design a Structure Using Code
      • Part III: Making STEAM Work for You
      • Chapter 5: Writing your own Scaffolded Lesson Plans
      • Chapter 6: Strategies for Collaboration
      • Chapter 7: Assessing Learners Work
      • Conclusion: Moving from Inspiration to Collaboration
      • Appendix
      • Bibliography
      • Contributor
      • Index

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