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Innovating With STEAM in Middle School Classrooms Remixing Education
Innovating With STEAM in Middle School Classrooms Remixing Education
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Clemson University, Design/methodology/approach – As part of a larger multi-year study researching STEAM teaching
Clemson, South Carolina, practices in 14 middle school classrooms in the southeastern USA, the article first summarizes prior
USA. Cassie Quigley is research findings and then presents ideas for higher education and K-12 researchers to consider when
an Associate Professor of incorporating STEAM teaching in pre-service education, professional development and in classrooms.
Then, the authors use a second-order narrative approach to describe three cases of teachers enacting
Science Education at
STEAM practices in classrooms.
Clemson University,
Findings – Drawing on the notion of “remixing” education in the context of STEAM, the authors show
Clemson, South Carolina,
how each teacher alters existing practices, instead of offering entirely new instruction, as they
USA.
implement STEAM teaching.
Originality/value – With few cases of STEAM teaching detailed in the depth, this paper advances the
understanding of STEAM teaching practices in K-12 classrooms.
Keywords Case study, K-12 science and mathematics, Remixing education, STEAM teaching
Paper type Case study
Introduction
Researchers and educators in K-12 and higher education grapple with understanding and
explaining the move from STEM (Science, Technology, Engineering, and Mathematics) to
STEAM. This is, in part, due to the newness and lack of research in STEAM. In a recent
Education Week article, Jolly (2014) describes a tug-of-war between STEM and STEAM
advocates, arguing that both have merit, but that STEM focuses more heavily on math and
science for a particular purpose, while STEAM might consider design, computer graphics,
performing arts, creative thinking or even playful problem solving when exploring and
designing solutions. For instance, Glancy (2014) proposes a STEM framework for
integrating K-12 engineering challenges with science or math units, focusing on solving
specific issues related to authentic local or global problems. On the other hand, a STEAM
unit might be transdisciplinary (defined as moving beyond discipline-specific integration),
without a clear focus on math, science or engineering, but instead on the social practices
emulating concerns in the local community (Guyotte et al., 2015).
Despite the lack of research on STEAM teaching practices in K-12 classrooms (Kim and
Park, 2012a, 2012b), numerous schools have emerged supporting the inclusion of the “A”
in STEM as promoting the arts and humanities to assist in STEM learning (Delaney, 2014).
Supporters of STEAM suggest widely recognized STEM approaches are often so narrow
that they fail to emphasize student creativity and expression. Watson and Watson (2013,
p. 1) draw on a 1959 lecture from Charles P. Snow, an English chemist and novelist, to
argue the scientific and humanistic schism that has existed for centuries in Western culture
PAGE 190 ON THE HORIZON VOL. 24 NO. 3 2016, pp. 190-204, © Emerald Group Publishing Limited, ISSN 1074-8121 DOI 10.1108/OTH-03-2016-0008
has failed to acknowledge the value of “art and imagination in the process of generation of
scientific knowledge”. They also discuss the emergence of Do-it-Yourself and Maker
Movement communities as evidence for mainstream acceptance and examples of informal
STEAM practices, concluding that K-12 should learn from what works in industry and higher
education. Kim and Park (2012a) similarly conclude STEM education in elementary and
middle school is rigidly focused on science and math and is missing the opportunity to
engage young learners through art and creativity. Bequette and Bequette (2012) discuss
the intersection of creative processes, when using mediums prolific in the art world to
represent concepts or object, and design thinking as ways to solve scientific problems.
Some argue that STEAM teaching, particularly in K-12, has already been represented in
strong STEM programs over the years through creativity and innovation in teaching
methods and presentation options (Williams, 2013). These educators suggest STEAM
learning is demonstrated, for example, in robotics challenges that might be solved and
demonstrated via student videos, or offering students elective courses in computer
programming or coding. Others have interpreted the acronym STEAM in ways to meet their
curricular goals, proposing the “A” might address architecture (Shaffer, 2013) or
agriculture (National Research Council, 2009). In general, these conversations have
resulted in predictive reports (Johnson et al., 2015), conceptualization of theoretical
frameworks for STEAM (Kim and Park, 2012b) and classroom examples focused on sharing
ideas (Edutopia, 2014); while important, the reports, models and ideas have included little
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empirical data.
The fact remains that relative novelty of STEAM means few cases of STEAM teaching are
documented in depth. This paper aims to broaden the conversation regarding STEAM
teaching by detailing three cases of teachers enacting STEAM practices in their
classrooms. We draw on results from a multi-year study researching STEAM teaching
practices with 43 teachers in 14 middle schools in the southeastern USA. First, we
summarize data and findings from two phases of the study, and then contextualize each
example while using the data to tell the teachers’ stories. We present ideas for higher
education and K-12 schools to consider when incorporating STEAM teaching in pre-service
education, professional development and in classrooms. Using a second-order narrative
approach (Crewell, 2007, p. 119) where “researchers construct a narrative about other
peoples’ experiences”, we focus on three teachers involved in the study. This recognizes
the importance of understanding participants’ different contexts as we examine issues of
enactment of this new form of education (i.e. STEAM teaching). Furthermore, we introduce
the idea of “remixing” education in the context of STEAM, as it is apparent each teacher
alters existing practices versus offering entirely new instruction when striving to improve
STEAM teaching. The term “remix” has been recognized in media culture (music, art, video
or narratives) for decades and was made popular again by scholars such as Jenkins (2008)
who describe remixes in artist work when people “apply their own variations to it, essentially
remixing it to suit their own style”.
Methods
For this paper, we draw on observations, reflective journals, interviews, discussion board
entries and survey data from three teachers involved in the prior studies who teach at
different schools within different contexts:
The lesson
The lesson began with Ms Craft showing students an electronic book on the Promethean
Board, and reminding them to complete an assignment that involved watching a short
presentation and taking a quiz within a digital textbook on their laptops and reminders
She discussed more specific requirements and distributed a criteria sheet on Google
Classroom outlining potential Internet research, images or use of plastic animal figurines for
their research and media presentation. Students began working in groups of three; they
were to choose specific animals for their research, not an entire classification. Ms Craft
circulated, reminding them what they needed to do to complete their research, while
students openly chatted about their tasks and, at times, asked Ms Craft for assistance with
information, clarification or to preview their presentation designs. On this particular day,
students were searching the internet and designing with paper and pencil, flip charts, video
and presentation software.
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She further commented on incorporating methods she had effectively used in the past
saying:
Some teaching methods that I have used for years continue to be very effective. I check their
science notebooks for reflections and understanding of the day’s lesson, and I also continue to
use rubrics as a means of grading projects. Peer review is also used for student accountability,
I probably do that more now, but I have been using peer review for a long time.
Sabrina reflected on the challenges she encountered as she changed her teaching
approach:
Even with block scheduling, I feel some time constraints when trying to team with other teachers.
At times parents are concerned about projects with collaborative work, wondering if grades
represent the team or their son/daughter. Although our students have access to a lot of
technology, I wanted them to make an iMovie and we had limited iPads. And, I had to consider
training them to use the platform since some students are not use to movie editing. However, I
think iMovie is the best to use for quick, simple, and user-friendly movie making. Students who
would not normally want to complete an assignment or work willingly with a partner [they] loved
showing and their creativity by making a movie, even if it wasn’t their favorite topic.
When reflecting on her overall practice in journal and discussion board posts, Sabrina’s
biggest concerns involved appropriate use of technology, promoting inquiry skills in
The lesson
Katie designed the following problem scenario:
Just 8 days ago there was an earthquake of a 2.0 magnitude in a nearby city. In fact,
earthquakes happen all the time and are becoming more and more prevalent. While most are
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minor and we cannot even feel the earth shifting, major earthquakes cause serious damage and
have the potential to harm and kill people. Your task is to determine whether or not a major
earthquake (8.0 or greater) could ever take place in our state. You and your team will gather
your evidence to support and defend your answer to this question. Once you decide whether
or not an earthquake could occur locally, you will create a video, which will inform the public
about your decision and discuss implications of this.
In this lesson, students worked in teams to research about fault lines located in the state,
as well as learned about the reasons earthquakes happened. Some groups also spent time
researching where major earthquakes occurred and the implications of these devastating
events.
Katie’s context was different from Sabrina’s in that she was one of three teachers from her
school that participated in any STEAM professional development. However, because she
worked with a different team of teachers to plan units, she attempted to train her teaching
partners (other science and social studies teachers) in STEAM. To make STEAM
manageable she commented:
This week in science I began planning for my team’s first full-blown PBL unit. I designed this unit
to be a shorter, more manageable unit in order to help myself, my team, and my students get
acclimated to this kind of instruction. It appears, from the first six weeks of class, that our
students are not accustomed to group work or independent learning, and so this project being
a transitioning step will likely be to their benefit.
The next week, a STEAM-related activity that the students participated in was the creation
of a topographic map model. Students were given Play Dough and were instructed to
summer of 2014, Theresa took the STEAM classes detailed in this research.
The difference between this school and the previously described cases is that the school
was not created with STEAM in mind, like Franklin Middle School, however, teachers
received supports such as common planning time and opportunities to change the
schedule so that students could have longer blocks of time to work on the STEAM projects.
The lesson
Washington Middle School’s entire 6th grade teaching team planned a STEAM unit wherein
the students were learning about food deserts and were asked to figure out what could help
local food banks provide fresh fruits and vegetables to people who do not have access to
these foods. The students decided to build a school garden. As a part of this project, they
planned, created and built an outdoor garden. The goal was to grow vegetables that could
be donated to a local food bank. The project included designing a garden with multiple
raised beds, compost bins, irrigation system, as well as crop rotation schedule. To design
the plans, the students created 3D models of the garden using Google Draw. Then they
presented the plans to a panel of experts, with one plan selected by a panel. After the plan
was chosen, the students implemented it by creating schedules for the classes, preparing
and planting all of the beds. Once the vegetables are harvested, students will donate them
to a local food bank. The teachers divided specific tasks into their subject areas (e.g. in
ELA they worked on the presentations for the panel. In science class, they learned about
the appropriate plants for the climate region and life cycle of plans. In math, they calculated
the surface area and volume of the spaces and created materials lists based on these
measurements).
Theresa’s reflection
As described above, the common planning time provided opportunities to integrate the
content in a variety of disciplines. Theresa discusses this in her reflection when she states:
Our whole 6th grade team met to work on our STEAM unit and everyone is on board with our
plan to have students create proposals to fix up the outdoor classroom. Our social studies
teachers came up with a better way to connect the unit to their content: they are going to have
some groups come up with a better plan for irrigation in the garden and connect these ideas of
irrigation to the ways in which historically farmers in the state had to work around issues of
drought and flooding. These common planning times really help to make sure the larger STEAM
project is being connected in each of the subject areas.
While not required to implement STEAM, this flexibility in schedule provided students with
opportunities to delve deeper into the content, begin to problem-solve ways to build the
school garden, and work in their collaborative groups for extended periods of time. This
recognizes that learning should move beyond discrete set of content or skills and that when
given longer chunks of time to work on projects, these contents and skills can be applied
in authentic ways, such as in the example above–to create a school garden. Additionally,
this flexibility allows for experts in the community to work with students providing a
real-world context to these STEAM projects. Theresa discusses ways in which they involved
experts in the field to help students’ draw deeper connections about the project:
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We introduced the project with a Powerpoint that showed pictures of the garden’s current state,
the project goals, and the driving question, “How can we make Falcon Falls a true outdoor
classroom for Washington Middle?” Mrs Bobbi Anderson, a retired teacher that originally started
the outdoor classroom, spoke to our kids about the history and creation of the garden. I’m
looking forward to seeing the kids’ final projects after we continue work on Monday and
Tuesday. We also had a horticulture expert from XX come in and talk to the kids. He gave them
tons of useful information. The kids were even more excited about their projects after he left
because he gave them so much more information to add. It was really amazing to watch how
excited the kids were about this project and hear them say at the end of the day: “I love school!”
These experts inform the curricula in multiple ways. In addition to providing real-world
connections, they also help the teachers see the importance of STEAM teaching. Theresa
describes this in her reflection:
One of the unique parts of my job is that I get to meet with members of the community and share
our STEAM experiences. We have a STEAM Advisory Committee that meets just about every
month. This group is members of the business community who come to find out what we are
doing and how they can work with us at XX. We keep hearing over and over how the processes
and skills that we are teaching students through STEAM are exactly what employers are looking
for.
to solve was different than what students would likely experience in a robotics, computer
programming or STEM elective course.
Challenges. While Sabrina clearly altered her teaching practices, she continued to be
concerned about too much direct instruction, appropriate integration of technology and
whether requisite standards were being met. Despite block scheduling, she struggled with
time constraints and worried that parents might complain about collaborative projects and
grading.
Theresa teaching context was unique in that she served as a support for other teachers in
the school, and she had administrative and school-wide support to assist in STEAM
implementations. The additional flexibility to alter current schedules, disrupt pacing and
modify current units of study allowed her to assist in bridging a number of disciplines. The
creation of a sustainable food garden was a transdisciplinary unit that addressed and
involved numerous disciplines naturally through the nature of the problem, which was
providing a sustainable food source. Theresa’s teaching teams were closely involved in the
planning of the unit and creation of an engaging problem, but they focused primarily on
supporting learning by modifying what they already had expertise in, in essence they
remixed content and strategies they were comfortable with to support the larger unit. This
was evident in the involvement of all the teachers at the school. For example, during the
garden project, the health teacher connected the project to her teaching and the ELA
teachers used debate as a way to help the students understand the complexity of food
deserts. The art teacher was also involved in that they created murals for the gardens that
depicted the strength of the community. In this way, the students were able to experience
connections beyond one classroom. The teachers remarked that they felt this was one way
the disciplinary lines could be blurred and students were able to experience authentic
problem solving.
Successes. Because of the support systems in place, the teachers were able to create
and implement a STEAM unit that extended beyond their classroom, which provided the
students with an opportunity to see how different disciplines work together to solve
problems. Additionally, during the days that they were able to change the schedule,
they were able to bring in community members, which provided expertise about the
project. Theresa commented on how this was formative for the students. It helped them
see the real-world connections and understand how the problems can be solved in
multiple ways. Moreover, the teachers were able to work collaboratively which provided
them with another level of support when challenges arose such as pacing or schedule
changes.
Challenges. While instructional time and pacing was flexible, testing schedules and
requisite standards created somewhat of a dichotomy between STEAM and non-STEAM
units. It wasn’t clear if all teachers would extend STEAM practices to other teaching.
Additionally, the amount of time to create an authentic unit that involved science, math,
ELA, social studies, arts and technology was inordinate and likely impossible without
administrative support. Similarly, because of the pacing guide, Theresa noted there
problems, similar to what Glancy (2014) would expect to see in quality STEM lessons.
Akin to Guyotte et al., 2015, the problems to be solved were typically foregrounded and
purposely not focused heavily on integrated math and science skills, but instead on
presenting STEAM through the humanities, social sciences or creative disciplines (e.g.
helping animals and patrons at a zoo, assessing earthquake threats and impact on a
community, growing a garden for a food bank)[1]. This implies that STEAM professional
development might include ways to embed scenario writing aligned to social issues,
standards and existing content so teachers can practice, share and refine this skill.
Similarly, Schools of Education can model and integrate STEAM scenarios in
pre-service education classes where students participate in solving scenarios and then
write their own.
Note
1. This is not to criticize STEM education which focuses on specific challenges, inarguably
worthwhile, but instead to point out the differences and suggest STEAM might be especially
appropriate for late elementary and middle school students.
References
Bequette, J.W. and Bequette, M.B. (2012), “A place for art and design education in the STEM
conversation”, Art Education, Vol. 65 No. 2, p. 40.
Crewell, J. (2007), Qualitative Inquiry & Research Design: Choosing Among Five Approaches, Sage
Publications, Thousand Oaks: CA.
Delaney, M. (2014), “Schools shift from STEM to STEAM”, Edtech, 2 April, pp. 1-4, available at:
www.edtechmagazine.com/k12/article/2014/04/schools-shift-stem-steam
Glancy, M.A.W. (2014), “Examination of integrated STEM curricula as a means toward quality K-12
engineering education (Research to Practice)”, Paper Presented at 121 ASEE Annual Conference and
Exposition, Indianapolis, IN, 15-18 June 2014.
Guyotte, K., Sochacka, N., Costantino, T., Walther, J. and Kellam, N. (2015), “STEAM as social
practice: cultivating creativity in transdisciplinary spaces”, Art Education, Vol. 67 No. 6, pp. 12-19.
Johnson, L., Adams Becker, S., Estrada, V. and Freeman, A. (2015), NMC Horizon Report: 2015, K-12th
ed., The New Media Consortium, Austin, TX.
Jolly, A. (2014), “STEAM vs STEM: do the arts belong? Education week”, available at: www.edweek.
org/tm/articles/2014/11/18/ctq-jolly-stem-vs-steam.html
Kim, Y. and Park, N. (2012a), “Development and application of STEAM teaching model based on the
rube goldberg’s invention”, Computer Science and its Applications, Springer, pp. 693-698.
Kim, Y. and Park, N. (2012b), “The effect of STEAM education on elementary school student’s creativity
improvement”, Computer Applications for Security, Control and System Engineering, Springer, Berlin,
Heidelberg, pp. 115-121.
Nettle, E.B. (1998), “Stability and change in the beliefs of student teachers during practice teaching”,
Teaching and Teacher Education, Vol. 14 No. 2, pp. 193-204.
Watson, A.D. and Watson, G.H. (2013), “Bonus article: transitioning STEM to STEAM: reformation of
engineering education”, Journal for Quality and Participation, Vol. 36 No. 3.
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Appendix 1
Project scenario. The city of Simonville is preparing to welcome another concert venue
into our community: one that caters to your age group. You and your team have been
hired by the Simonville City Planning Committee to design the venue. Since the opening
of the Charter Spectrum Amphitheater in 2010, thousands of concertgoers have been
drawn to Simonville. Unfortunately, the space is limited to seasonal concerts. Also, the
amphitheater tends to draw musical performances that cater to a more adult crowd. Not
far away, the Daniels Center in Redville provides a space for entertainment that also
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caters to adults. The Simonville City Planning Committee has decided it would be
economically advantageous to build a venue in Simonville that will appeal to a younger
crowd. The city has found a building for this venue. You will need to redesign the
building making it a space that:
1. is good for hosting concerts;
2. has excellent acoustics;
3. does not disrupt the neighboring community; and
4. and is appealing to your age group.
You will be creating and presenting a 3D model of the redesign to the Simonville City
Planning Committee for consideration. Your presentation must specifically explain how your
design has addressed each one of the above criteria. As part of your presentation, you will
also need to include an estimated cost of the project and how long it will take the city to pay
off the building.
Driving question. How can the existing structure be designed into an acoustically
sound music venue that will also not disrupt the surrounding community and will appeal
to teens?
Content standards
Science standards. Standard 8.P.3 The student will demonstrate an understanding of the
properties and behaviors of waves.
8.P.3A.2 Develop and use models to exemplify the basic properties of waves (including
frequency, amplitude, wavelength and speed);
8.P.3A.3 Analyze and interpret data to describe the behavior of waves (including refraction,
reflection, transmission and absorption) as they interact with various materials; and
8.P.3A.4 Analyze and interpret data to describe the behavior of mechanical waves as they
intersect.
Daily outline/products.
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1. Day 1:
Introduction of anchor and discussion of driving question:
– Teacher will play a Youtube clip of popular musician’s concert as students enter
the room.
Carousel brainstorm of research questions:
– The four areas of consideration will be posted around the room (is good for
hosting concerts, has excellent acoustics, does not disrupt the neighboring
community, is appealing to your age group). Students will rotate in groups and
coming up with questions about each one of the topics. They will write their
questions on sticky notes and post them.
Team assignments and teammate roles:
– Teams will be given team roles and will determine who will do what role.
Assignment of required products:
– Teams will determine who will be responsible for required products.
Report to the Teacher:
– Teams will complete a form that shows which team members are responsible for
what products and research questions.
2. Day 2-4:
PHET simulation on Sound lab.
Properties and behaviors of waves mini-lecture.
Properties and behaviors of waves quiz.
Question Development:
– Teams will come up with questions to ask the acoustic architect.
3. Day 5:
Collaboration day with acoustic architect from the Daniels Center.
Individual reflection: After hearing from the acoustic architect, what are the key
factors involved in designing an appropriate acoustic space for concerts?
4. Days 6-8:
Division of labor: research:
– Teams will determine who will research what questions.
Equipment needed. Computer lab/Google Chromebook access (days 2, 6-8 and 10-12)
Experts
City Council representative to discuss community concerns that need to be considered
regarding such a project.
Sound engineer and architect who designed the Daniels Center to gain an understanding
of the thought process required for designing a superior acoustic space.
Assessment. Formative: PHET sound simulation, content quiz, individual reflections (3),
materials list and payoff proposal.
Summative: 3D model and presentation.
Corresponding author
Danielle Herro can be contacted at: dherro@g.clemson.edu
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