The Merrion STEAM Program

The Merrion STEAM Program

We are Microsoft Gold Partners

The Merrion STEAM Program

STEAM is an educational approach to learning that uses Science, Technology, Engineering, the Arts and Mathematics as access points for guiding student inquiry, dialogue, and critical thinking. The end results are students who take thoughtful risks, engage in experiential learning, persist in problem-solving, embrace collaboration, and work through the creative process. These are the innovators, educators, leaders, and learners of the 21st century!

Why is STEAM important?

Global skill shortages in STEAM-related fields are redefining educational priorities. Schools are starting STEAM-based learning programs to equip students with the skills and knowledge needed to thrive in the 21st century. STEAM learning will not only produce tomorrow’s designers and engineers; it will develop innovative mindsets and the ability to identify and solve problem-, ensuring that our students become creators of technology, not just passive consumers.

Deliverables

OUR STEAM PROGRAM, comes along with the free apps, that provide teachers with:

  • fun and interactive ways to bring coding to life
  • curriculum-aligned lesson plans and projects
  • an intuitive visual, flow-based coding app tailored for any classroom or ability level easy-to-install, wireless Bluetooth products
  • Mac, iOS, Android and Windows compatible
  • website support & video call training
  • versatile technology that can be used across a variety of subjects

Benefits of STEAM learning

Students who participate in STEAM learning:

  • think outside the box
  • feel safe to express innovative and creative ideas
  • feel comfortable doing hands-on learning take ownership over their learning
  • work collaboratively with others
  • understand the ways that science, math’s, the arts, and technology work together become increasingly curious about the world around them and feel empowered to change it for the better.

 

 

Benefits of STEAM learning

Students who participate in STEAM learning:

  • think outside the box
  • feel safe to express innovative and creative ideas
  • feel comfortable doing hands-on learning take ownership over their learning
  • work collaboratively with others
  • understand the ways that science, math’s, the arts, and technology work together become increasingly curious about the world around them and feel empowered to change it for the better.

 

In order to accomplish these STEAM goals, schools must consider a variety of factors, including:

  • Collaborative planning, including a cross-section of teachers on each team
  • Adjusting scheduling to accommodate a new way of teaching and learning
  • Professional development for all staff in STEAM practices and principles
  • STEAM schema-mapping for the curriculum and assessment design process
  • Alignment and unpacking of standards and assessments
  • Seamless lesson implementation processes and strategies

School doesn’t have to be a place, but rather a frame of mind that uses the Arts as a lever to explosive growth, social-emotional connections, and the foundation for the innovators of tomorrow…today!