This book is a toolkit for youth and young adult librarians—school and public—who wish to incorporate science, technology, engineering, art, and math (STEAM) into their programs and collections but aren't sure where to begin.
Most educators are well aware of the reasons for emphasizing STEAM—topics that fall within the broad headings of science, technology, engineering, arts, and mathematics—in the curriculum, regardless of grade level. But how do librarians who work with 'tweens in middle school, high school, and public libraries—fit into the picture and play their roles to underscore their relevance in making STEAM initiatives successful?
This book answers those key questions, providing program guidelines and resources for each of the STEAM areas. Readers will learn how to collaborate in STEAM efforts by providing information on resources, activities, standards, conferences, museums, programs, and professional organizations. Emphasis is placed on encouraging girls and minorities to take part in and get excited about STEAM.
In addition, the book examines how makerspaces can enhance this initiative; how to connect your programs to educational standards; where to find funding; how to effectively promote your resources and programs, including how school and public librarians can collaborate to maximize their efforts; how to find and provide professional development; and how to evaluate your program to make further improvements and boost effectiveness. Whether you are on the cusp of launching a STEAM initiative, or looking for ways to grow and enhance your program, this book will be an invaluable resource.
By:
Cherie P. Pandora,
Kathy Fredrick
Imprint: Libraries Unlimited Inc
Country of Publication: United States
Dimensions:
Height: 235mm,
Width: 156mm,
Weight: 369g
ISBN: 9781440853401
ISBN 10: 1440853401
Series: Libraries Unlimited Professional Guides for Young Adult Librarians Series
Pages: 264
Publication Date: 03 October 2017
Recommended Age: From 7 to 17 years
Audience:
Primary & secondary/elementary & high school
,
Professional and scholarly
,
Children's (6-12)
,
Undergraduate
Format: Paperback
Publisher's Status: Active
Series Foreword Acknowledgments Introduction: The Power of STEM and STEAM 1 Growing a STEAM Program Planning and Implementation Environmental Scan Goal Setting Enlisting Administrative Support Enlisting Community Support Growing the Program Programming Ideas Collaborating with STEAM Teachers and Fellow Librarians Resources for Programming References Further Reading 2 Funding Funding Your Project Start In-House Monetary Donations Donation of Goods Alternate Funding Sources Associated Funding Sources Trustees' Special Funds and Educational Foundations Service Organizations Grants Social Media Sources Communication Resources References Further Reading 3 Outreach and Collaboration Outside the Library's Walls Cooperation Collaboration Events Invite the Community Invite the Media Other Libraries Private Schools University Libraries Special Libraries Library Colleagues Volunteers The Need for Advisors Parents Businesses and Manufacturing Community Members References Further Reading 4 Encouraging Girls and Minorities Encouraging Girls and Minorities to Participate in the Sciences Why Encourage Minorities and Women? Obstacles Vocabulary Adult Perceptions Geography Solutions Start Early Family Math Role Models After-School Programs Summer Programs STEM Camps Tours Legislation Partners Resources References Further Reading 5 Science and Math Sputnik Lack of STEM Workers Critical Thinking Skills Let Your Patrons Guide You Classroom Teachers as Patrons Obstacles to Student Engagement in Math and Science Solutions: Bringing Math and Science into the Library Activities Museums Speaker Suggestions Art Science Math Group Projects Scout Projects Team Competitions Sports Statistics Resources General STEM Schools Competitions References Further Reading 6 Technology Technology Use in Schools and Libraries Librarians and Technology Integration Partners in Technology Integration Technology Initiatives and Library Programming Coding Resources for Coding Gaming Resources for Game-Based Learning References Further Reading 7 Engineering for Young Adults Engineering Course Offerings in Secondary Schools Elements of Engineering Instruction for Middle and High School Students Goals of Engineering Education Design Process Parallels between the Engineering Design Process and the Library Research Model Engineering Design Challenge Ideas and Materials Resources for Establishing Engineering Initiatives Common Programmatic Elements for Engineering Programs Fab Labs Robotics Cooperation with Other Educational Institutions Resources for Engineering Activities References Further Reading 8 Arts: The A in STEAM Arts as a Complement to STEM Brain Research and STEAM STEAM in Practice STEAM Connections Practitioner Examples Additional Resources References 9 Makerspaces Planning and Implementation Sample Needs Assessment Analyzing Your Library's Needs Analyzing Your Patrons' Needs Makerfaires Creating Your Makerspace How Do You Start? Buying Plan Administrative Support Donations Logistics Start with One Idea Space and Staffing Circulating Items Security Share Your Results with Pride Resources References Further Reading 10 Connecting Standards Skill Sets Needed to Measure Success Public Libraries: 40 Developmental Assets for Adolescents Commonalities among Standards Documents Standards to Consider for STEAM Common Core: Mathematics Common Core: Scientific and Technological Literacy Next-Generation Science Standards Standards for Technology Literacy ISTE Standards for Students National Core Arts Standards Principles and Standards for School Mathematics Using Standards in Working with Supervisors and Administrators Resources Standards Documents Related Documents References 11 Evaluation and Measurement Reporting Your Success Action Plan Evaluation Outcomes-Based Evaluation Qualitative Measures Quantitative Measures Badging Feedback Reports Narrative Financial Reports Communication Resources—Badging Further Reading—Badging References Further Reading—Feedback and Evaluation 12 Professional Development Your Professional Learning Network Determine Your Needs: SWOT Analysis Developing a PLN (Professional Learning Network) The Librarian as Professional Developer Determine the Needs of Your Staff Creating PD Products Planning and Presenting Other Options to Share Professional Development Resources for Professional Development Professional Publications Online Resources Communities (Professional Learning Networks) Conferences, Webinars, and Workshops PD Online: Resources to Incorporate Locally References Further Reading Appendix A: Art Museums Appendix B: Science and Technology Museums and Planetariums Appendix C: Makerspace Supply List Appendix D: Vendor List Bibliography Index
Cherie P. Pandora served as a teacher/school librarian for 35 years, taught research at a career college, wrote grants, and was awarded the Ohio Educational Library Media Association (OELMA) Award of Merit in 2013 for contributions to School Librarianship. Kathy Fredrick has been a school librarian, district library director, and technology director over her 40-year career in Wisconsin, Ohio, Australia, and Germany.
Reviews for Full STEAM Ahead: Science, Technology, Engineering, Art, and Mathematics in Library Programs and Collections
This tool kit provides a comprehensive and detailed treatment of all aspects of STEAM programming for young adults. . . . Full STEAM Ahead is a hands-on resource that offers clear guidance. It would be useful to all youth-services librarians interested in expanding their knowledge and programming around STEAM topics. * Booklist Online * This book features methods of funding, promoting, scheduling, and staffing a STEAM program initiative. . . . . With an emphasis on how to create makerspaces for young adults that are fun and relevant, the text provides information on how to get cost-effective materials and use existing library space to the best advantage. . . . [W]ell-organized and practical advice. * VOYA *