Description

There are numerous books on STEAM, but most are either arts and crafts project books designed for children or high-level books that can be weighty and inaccessible for new teachers. As an artist/educator who has taught art and technology for years, Tim Needles brings a fresh and unique approach to these topics, focusing on creativity, innovation and collaboration. This accessible and engaging book offers creative ideas for blending arts and STEM learning (STEAM). It covers the fundamentals of STEAM, with project ideas and best practices, while providing insight from educators in the field. Technologies covered include: coding, robotics, 3D printing, virtual and augmented reality, photography, video, animation and digital drawing. In addition, the book addresses several different approaches to bringing STEAM learning to the next level, such as collaboration, global learning, project-based learning, makerspaces and social-emotional learning.

STEAM Power: Infusing Art into Your STEM Curriculum

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£25.95

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Usually despatched within 6 days
Paperback / softback by Tim Needles

2 in stock

Short Description:

There are numerous books on STEAM, but most are either arts and crafts project books designed for children or high-level... Read more

    Publisher: International Society for Technology in Education
    Publication Date: 31/03/2020
    ISBN13: 9781564848215, 978-1564848215
    ISBN10: 1564848213

    Number of Pages: 180

    Non Fiction , Politics, Philosophy & Society

    Description

    There are numerous books on STEAM, but most are either arts and crafts project books designed for children or high-level books that can be weighty and inaccessible for new teachers. As an artist/educator who has taught art and technology for years, Tim Needles brings a fresh and unique approach to these topics, focusing on creativity, innovation and collaboration. This accessible and engaging book offers creative ideas for blending arts and STEM learning (STEAM). It covers the fundamentals of STEAM, with project ideas and best practices, while providing insight from educators in the field. Technologies covered include: coding, robotics, 3D printing, virtual and augmented reality, photography, video, animation and digital drawing. In addition, the book addresses several different approaches to bringing STEAM learning to the next level, such as collaboration, global learning, project-based learning, makerspaces and social-emotional learning.

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