Description

Book Synopsis

In this book, award-winning art educator Debrah C. Sickler-Voigt offers user-friendly, approachable strategies for STEAM planning, instruction, and assessment to help cultivate PK-12 studentsâ full potential, and draws from wide-ranging artists and designers to help you develop inspired, creative approaches to teaching STEAM in your classroom.

Beginning with the basics and best practices of STEAM planning, instruction, and assessment, Sickler-Voigt then encourages readers to move full steam ahead with chapters based around diverse contemporary and historical artists and designers. In helping you to explore the interdisciplinary connections between Science, Technology, Engineering, Arts, and Mathematics, Sickler-Voigt identifies strategies to build off from STEM subjects to form authentic, well-designed, and age-appropriate learning tasks that encourage your students to make deep connections and learn subject matter in context through art media and technologies.

Each chapter includes flexible, choice-based classroom resourcesâwith tips for adapting to different grade levelsâand STEAM amplifiers, which fuse contextual learning on artists and designers with real-world STEAM topics to spark student learning and ignite creative approaches to planning, instruction, and assessment.

Featuring 150 visually stunning, full-color images, this book fuses tried-and-true best practices with highly applicable instructional models inspired by artists and STEAM professionals, ideal for PK-12 teachers and STEAM specialists.



Table of Contents

Part 1: STEAM Teaching and Learning: Planning, Instruction, and Assessment 1. STEAM Teaching and Learning Through the Arts and Design 2. Bright Ideas for STEAM Planning 3. Instruction and Assessments that Shine Part 2: Artists’ Lessons to Thrive! Idea Development 4. Nam June Paik: Mapping the Electronic Superhighway 5. Alma Thomas: Beyond a Shadow of a Doubt 6. Deborah Butterfield: Horse Power Leading the Way Part 3: Artists’ Lessons to Thrive! Observation 7. Katsushika Hokusai: Capturing A Great Wave 8. Claude Monet: Cultivating Artistic Vision 9. Desert View: Designing an Inter-Tribal Cultural Heritage Site Part 4: Artists’ Lessons to Thrive! Imagination and Wonderment 10. Camille Utterback: Interactive Designs That Move Us 11. George Lucas: A Lasting Force 12. Jenova Chen and Kellee Santiago: The Art of Video Games 13. Janet Echelman: Illuminating the Built Environment Part 5: Artists’ Lessons to Thrive! Persistence 14. Litha Soyizwapi: Designing a Train of Thought 15. Jim Henson: Big Leaps and So Much Laughter 16. Sally Blakemore: Engineering 360° Pop-Up Books Part 6: Artists’ Lessons to Thrive! Making Creative Connections 17. Sites of Engagement 18. Art, Design, and Compiled Data 19. Let’s Go Places! Part 7: Moving Full STEAM Ahead: Exciting Adventures Await Us… 20. Meet the Educators: Great STEAM Teaching and Learning in Practice!

STEAM Teaching and Learning Through the Arts and

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    Order before 4pm today for delivery by Thu 11 Jun 2026.

    A Paperback by Debrah C. Sickler-Voigt

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      View other formats and editions of STEAM Teaching and Learning Through the Arts and by Debrah C. Sickler-Voigt

      Publisher: Taylor & Francis Ltd
      Publication Date: 4/11/2023 12:00:00 AM
      ISBN13: 9781032025148, 978-1032025148
      ISBN10: 103202514X

      Description

      Book Synopsis

      In this book, award-winning art educator Debrah C. Sickler-Voigt offers user-friendly, approachable strategies for STEAM planning, instruction, and assessment to help cultivate PK-12 studentsâ full potential, and draws from wide-ranging artists and designers to help you develop inspired, creative approaches to teaching STEAM in your classroom.

      Beginning with the basics and best practices of STEAM planning, instruction, and assessment, Sickler-Voigt then encourages readers to move full steam ahead with chapters based around diverse contemporary and historical artists and designers. In helping you to explore the interdisciplinary connections between Science, Technology, Engineering, Arts, and Mathematics, Sickler-Voigt identifies strategies to build off from STEM subjects to form authentic, well-designed, and age-appropriate learning tasks that encourage your students to make deep connections and learn subject matter in context through art media and technologies.

      Each chapter includes flexible, choice-based classroom resourcesâwith tips for adapting to different grade levelsâand STEAM amplifiers, which fuse contextual learning on artists and designers with real-world STEAM topics to spark student learning and ignite creative approaches to planning, instruction, and assessment.

      Featuring 150 visually stunning, full-color images, this book fuses tried-and-true best practices with highly applicable instructional models inspired by artists and STEAM professionals, ideal for PK-12 teachers and STEAM specialists.



      Table of Contents

      Part 1: STEAM Teaching and Learning: Planning, Instruction, and Assessment 1. STEAM Teaching and Learning Through the Arts and Design 2. Bright Ideas for STEAM Planning 3. Instruction and Assessments that Shine Part 2: Artists’ Lessons to Thrive! Idea Development 4. Nam June Paik: Mapping the Electronic Superhighway 5. Alma Thomas: Beyond a Shadow of a Doubt 6. Deborah Butterfield: Horse Power Leading the Way Part 3: Artists’ Lessons to Thrive! Observation 7. Katsushika Hokusai: Capturing A Great Wave 8. Claude Monet: Cultivating Artistic Vision 9. Desert View: Designing an Inter-Tribal Cultural Heritage Site Part 4: Artists’ Lessons to Thrive! Imagination and Wonderment 10. Camille Utterback: Interactive Designs That Move Us 11. George Lucas: A Lasting Force 12. Jenova Chen and Kellee Santiago: The Art of Video Games 13. Janet Echelman: Illuminating the Built Environment Part 5: Artists’ Lessons to Thrive! Persistence 14. Litha Soyizwapi: Designing a Train of Thought 15. Jim Henson: Big Leaps and So Much Laughter 16. Sally Blakemore: Engineering 360° Pop-Up Books Part 6: Artists’ Lessons to Thrive! Making Creative Connections 17. Sites of Engagement 18. Art, Design, and Compiled Data 19. Let’s Go Places! Part 7: Moving Full STEAM Ahead: Exciting Adventures Await Us… 20. Meet the Educators: Great STEAM Teaching and Learning in Practice!

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