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!
Education Closet


S-T-E-A-M

Activities

Focus On

Science

Biology, Chemistry, Computer Science, Environmental Science, Physics, and Many Elective Opportunities

Understanding – Definitions, Equations, Relationships, Laws, Principals, Observations, Analysis, Evidence and Conclusions

Experimentation

Hands-on-Learning

Technology

Relationships between Technology and Science – Examples: Space Exploration /Drones/Robotics

Hands-on Projects – Tools, Equipment,

Efficiency, Relation Between Science Subjects, Cost Management

Engineering

Engineering Concepts and Design

Principal of Design—Imagination, Creativity, Efficiency, and Improving Cost Management

Arts

Music, Artistic Expression through Mixed Media Opportunities

Inspiration using – Imagination, Creativity, Harmony, Balance, and Judgement

Mathematics

Mathematical Concepts and applications including:

Algebra, Geometry,

Pre-Calculus, and Calculus.

Mathematical Mindsets – Logical Thinking, Proofs, Abstract thinking and concepts, Testing and Application

Four-Year High School STEAM Program Courses 4-year Plan

Semester Projects and Competitions

  • FLML (Florida Math League) competition

Includes: 6-rounds of competition and scheduled training sessions

 

  • After school Science Experience programs:

1. Drone

2. Robotics

3. Underwater ROV

4. Space-Y program (teaming with Kennedy Space Center)

 

DESIGN IS NOT JUST WHAT IT LOOKS LIKE AND FEELS LIKE. DESIGN IS HOW IT WORKS.

- STEVE JOBS, former CEO of Apple, Inc.