STEAM Education stimulates innovation, creativity, critical thinking, and problem-solving skills

STEAM Education

STEAM is our educational approach to learning that uses Science, Technology, Engineering, the Arts, and Mathematics as access points for guiding student inquiry, dialogue, and critical thinking.

STEAM learning stimulates innovation, creativity, critical thinking, and problem-solving skills, resulting in a well-rounded, multi-faceted child. It encourages children to think about what they’re learning in a more connected, holistic way.

Through STEAM, children develop the skills and attributes to navigate the world around them.

 

Boy dressed in green sweater sits at the table with computer and robotic constructor and makes a

We benefit from best-practice teaching methods shared by professional educators all over the world

Why STEAM Education?

Few of the most significant benefits of the STEAM Education are:

  • Prepares children for upcoming technological innovations
  • Enhances problem-solving skills
  • Greater understanding of concepts
  • Instills creativity and innovation
  • Teaches Teamwork, collaboration, and communication
  • Encourages Risk Taking
  • Complete Process  Learning
  • Builds Perseverance and Determination
  • Fosters a love of learning
Male Student Building And Programing Robot Vehicle In School Computer Coding Class

Why a STEAM School for your child ?

STEAM offers customised learning for each student’s ability and interests. Examples include:

  • The teacher delivers instruction based on ability, learning styles, and developmental levels of the students.
  • The teacher develops interest by relating students’ lives and experiences to a lesson or unit. This also includes differentiation of the learning experience based on student interest.
  • The teacher uses information on current student understanding to inform and plan future instruction.
  • Students identify ways that disciplines are interrelated, and how they reinforce and complement one another.
  • Students have independence in and ownership of their learning. Students set goals for their learning and make choices about how to accomplish them.
  • Students consider the strengths and weaknesses of their learning approaches and ways they can improve them.
  • Students participate in early college activities such as college courses.
  • The teacher uses current and emerging technologies in instruction; students use technology as intended for learning purposes.
  • Students use the skills of communication, creativity, collaboration, leadership, critical thinking, and technological proficiency.

STEAM offers customised learning for each student’s ability and interests. Examples include:

  • The teacher delivers instruction based on ability, learning styles, and developmental levels of the students.
  • The teacher develops interest by relating students’ lives and experiences to a lesson or unit. This also includes differentiation of the learning experience based on student interest.
  • The teacher uses information on current student understanding to inform and plan future instruction.
  • Students identify ways that disciplines are interrelated, and how they reinforce and complement one another.
  • Students have independence in and ownership of their learning. Students set goals for their learning and make choices about how to accomplish them.
  • Students consider the strengths and weaknesses of their learning approaches and ways they can improve them.
  • Students participate in early college activities such as college courses.
  • The teacher uses current and emerging technologies in instruction; students use technology as intended for learning purposes.
  • Students use the skills of communication, creativity, collaboration, leadership, critical thinking, and technological proficiency.

STEAM Education

In the 21st century, scientific and technological innovations have become increasingly important as we face the benefits and challenges of both globalization and a knowledge-based economy. To succeed in this new information-based and highly technological society, students need to develop their capabilities in STEAM to levels much beyond what was considered acceptable in the past.