This presentation was given at Albany Public Library Staff Development Day in Albany, NY in on November 14, 2013. In this presentation, Margaret Portier shares some ideas for how to incorporate STEAM literacies in library programming for all ages.
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STEAM in Youth Programming
1. MARGARET PORTIER
DIRECTOR OF INNOVATIVE
FAMILY SERVICES
MPORTIER@FFLIB.ORG
@TOPHILE
POWERING YOUNG MINDS WITH NEW IDEAS.
STEAM IN YOUTH
PROGRAMMING
2. • SUBURBAN LIBRARY
• CHARTERED TO SERVE 10,000
• SCHOOL DISTRICT HIGHLY
RANKED IN SCIENCE AND MATH
• SUPPORTIVE COMMUNITY
• ACTIVE VOLUNTEER BASE
FAYETTEVILLE FREE
LIBRARY
4. COMMON CORE AND STEAM
Common Core
• Supports shifts in ELA and
Mathematics
• Learn by doing
• Apply knowledge
• Read for information
STEAM
• Opportunity to provide
programming around these core
subjects
• Maker Culture
• Learning for fun
• Interesting
5. STEAMING UP
STORYTIME
• Read nonfiction books
• Early literacy skills
• Music, movement, and
repetition
• Coloring and crafts
• Use technology
• Counting
8. STEAM POWERED
CHILDREN’S
PROGRAMMING
• Young Scientists
• Extreme Weather
• Murder Mystery in the Library
• Fancy Nancy Tutu Tea Party
• Potions 101
• Smart Play
• Takeapart Tuesdays
9. TEENS ON STEAM
• LEGO Robotics
• Creation Club
• Secret Science Club
• eTextiles
• Strongest Bridge Challenge
• 3D Design
• Minecraft in the Library
• Volunteers
11. Any Questions?
MARGARET PORTIER
DIRECTOR OF INNOVATIVE
FAMILY SERVICES
MPORTIER@FFLIB.ORG
@TOPHILE
SUSAN CONSIDINE
EXECUTIVE DIRECTOR
SCONSIDINE@FFLIB.ORG
FAYETTEVILLE FREE LIBRARY
HOMEPAGE: WWW.FFLIB.ORG
FAQS FOR LIBRARIANS:
WWW.FFLIB.ORG/MAKERFAQS
MAKING! WWW.FFLIB.ORG/MAKE
TWITTER: @FAYETTEVILLELIB
Hinweis der Redaktion
Budget 1.6 million (up from 300,000 since 2000)
in 2011: ~56,000 items in circulation, total circ 300,000
We all serve children - regardless of primary responsibility, directly or indirectly
Why is steam important?
We live in an age rich with technology
technology is becoming more complex and prevalent in our society
connecting person-to-person occurs through physical and digital means
social media and gadgets
Technology requires more skill to use
requires even more skill to manipulate and change
as we are now, our interactions are restricted through the creations of others
apps, software, hardware, etc.
in order to take control of our own futures, it is becoming necessary that we learn how to rewrite the boundaries of our technologies so that we can interact with the world how WE want to, not just how someone else envisions
This is especially important for children
they grow up with technology
their growth will be limited to what already “is” if they do not learn how to think about and create what “isn’t yet”
People must become not just users, but makers as well
If it doesn’t exist or isn’t quite right, make or adapt it to suit yourself
In order to succeed in this world of technology and constant change, it is vitally important that children and adults develop skills in these STEAM subjects in order to shape the world they are growing into.
STEAM LETS YOU SHAPE YOUR OWN FUTURE
What about schools, don’t they teach these things?
Of course they do
formal instruction in STEAM subjects is a vital part of education
students are required to be in school, libraries are primarily voluntary (parents are another thing)
libraries are informal educational institutions
we provide instruction through fun hands on experience
a comfortable place to apply knowledge learned in school or to develop new skills that will help students retain knowledge
old axiom, practice makes perfect - libraries offer a place for students to informally practice the application of knowledge and the thought processes and methods that develop deep understanding of subjects
It is also part of our mission as a library to provide free and open access to ideas and information
STEAM education is a vital part of that, by providing opportunities for children to access information and then apply the information to developing ideas and furthering their understanding
In case you need another argument in support of developing programs around STEAM literacies…
In terms of supporting school-aged children, STEAM learning goes hand-in-hand with the Common Core shifts. ESPECIALLY: learn by doing, apply knowledge, read for information, deep understanding, and college and career readiness
MATH
Shift 1Focus
Shift 2Shift 2 Coherence
Shift 3Fluency
Shift 4Deep Understanding
Shift 5Application
Shift 6Dual Intensity
ENGLISH
Shift 1Pre-K-5, Balancing Informational & Literary Texts
Shift 26-12, Knowledge in the Disciplines
Shift 3Staircase of Complexity
Shift 4Text-based Answers
Shift 5Writing from Sources
Shift 6Academic Vocabulary
Storytime is the eye opener for young learners. Even before they walk, an effective story time can make a significant impact that will help physical as well as social and emotional development. Storytime increases children's social, communication, and literacy skills and introduces them to the world of STEAM. By exposing these young learners to STEAM subjects at this impressionable age, we are fostering a love to learn that they will carry with them throughout school and life.
We read at least one nonfiction title in each story time and ask a lot of questions about the book to actively involve the children in the reading. We also read books that might be a step higher than normal, encouraging children to learn new words and concepts and to discuss what they mean.
We offer five different story times each week for age groups: 0-1, 1-2, 2-3, 3-4, 4-5. Twice a year, we have a special Musical Family Storytime which is for families of all ages and involves a great deal of singing and rhyming as one of our most musical librarians is accompanied on the piano.
Storytime is a very active and tactile experience where we encourage children and parents not just to listen, but to touch, hear, see, feel, and move. We use iPads in story time to incorporate these different types of learning while exposing children and their parents to new technology and the ways it can be utilized for developing pre and early literacy skills as well as gain a basic understanding in how this technology is used.
Making is big in our library. We have 3 makerspaces that have been developed out of community interests and learning needs. Making programs are excellent applications of steam literacy skills.
Making things uses the STEM literacies
Example:
science - playdoh
technology - circuits
engineering - cardboard
art - paint
math - 3D modelling
Little Makers is a maker space and series of programs for children in the 5-8yr range based around making and developing STEAM and reading literacies.
Programs include reading picture books and then performing experiments/projects:
galaxy playdoh - making playdoh with glitter, then attaching it to a Makey Makey to explore a nasa program where you travel through the universe
circuits with snap-circuits
In the space in general:
legos
Roominate kits
Goldie Blocks
Misc materials for crafting
STEAM literacies are valuable for all age groups, not just kids.
For adults, STEAM programming is an opportunity to:
build new skills
explore interests
spend time with family
develop ideas
try new hobbies
start building skills for a career
etc.
Also, it’s fun.
Program examples:
Kilowatt Challenge
One-on-ones
Sewing
Project Make
3D Modeling programs
COming soon: robotics club, long term projects,