0% found this document useful (0 votes)
70 views6 pages

The STEAM Methodology and Its Importance in The Motivation For Learning

The document discusses the benefits of makerspaces and the STEAM methodology in education. [1] Makerspaces foster innovation, creativity, and teach students to learn from failure. [2] The STEAM methodology promotes scientific thinking and allows students to develop problem solving, analysis, innovation, and critical thinking skills. [3] Maker spaces within STEAM education motivate students by providing hands-on learning opportunities for collaboration and curiosity.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
70 views6 pages

The STEAM Methodology and Its Importance in The Motivation For Learning

The document discusses the benefits of makerspaces and the STEAM methodology in education. [1] Makerspaces foster innovation, creativity, and teach students to learn from failure. [2] The STEAM methodology promotes scientific thinking and allows students to develop problem solving, analysis, innovation, and critical thinking skills. [3] Maker spaces within STEAM education motivate students by providing hands-on learning opportunities for collaboration and curiosity.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 6

The STEAM methodology and its importance in the

motivation for learning

INTRODUCTION :

Makerspaces have become a hot topic in education. While not a new concept, makerspaces
are gaining traction for the many benefits they provide students as these spaces are integrated
into classrooms and schools.
Makerspaces are designed to challenge students to create and learn through hands-on,
personalized experiences throughout elementary, middle and high school. Here are a few of
the many benefits of makerspaces.
● Providing the opportunity to innovate,
Makerspaces foster innovation through hands-on experimentation. Participants have
the opportunity to be creative and apply personalized learning strategies to make
changes to existing concepts or develop their own ideas, methods or products.
● Learning to take failure in stride,
In experimentation, testing, evaluating and modifying are part of the process.
Participants learn how to make failure into a learning experience and not become
discouraged or frustrated when something doesn’t go as planned.

METHODOLOGY TRADITIONAL
Teachers are trained in engineering education and new technologies that are being used
today, but lack a fundamental resource which is to enhance intrinsic motivation, ie,
generating student interest from within such :
· Try to associate the activities of the class with the student's interests: sports, music,
current events, audiovisual culture
· Introduce variety in the organization and class structure not to bore students with
excessive monotony.

· Arouse the curiosity of the student appealing to surprise. For example, pointing out
discrepancies between certain beliefs of most people on many issues in reality.

METHODOLOGY STEAM:

Currently, there are many theories on how to improve the education system, among them, the
STEAM methodology is the most appropriate, due to the great results it has been seen
through the years.

It promotes a culture of scientific thinking for student decision making, which is useful both
inside and especially outside the classroom, allows the acquisition of a number of
technological and scientific knowledge

In addition, thanks to the creative factor assimilated into STEAM respect to STEM, students
can not only develop skills for problem solving, or analysis, but also innovation and creative
and critical thinking.

The emphasis on the four subjects by the STEAM approach is that they are the link with the
rest of the courses and also because it seeks to combine artistic and creative skills, to promote
the development of curiosity, imagination, and the finding different solutions to specific
problems by teachers and students.
THE IMPORTANCE OF MAKER SPACE IN STEAM EDUCATION:

The classrooms have become spaces where the teacher creates motivation strategies for
learning, making it a personal achievement of each student. But students will not be alone,
since they themselves will work together to achieve goals.

All these changes induce teachers to seek new methods and scenarios that help to enrich
teaching every day, in order to achieve meaningful learning strategies in an innovative way.
That is why following the idea of the importance of the maker space as a motivational source
in education, a large percentage of students who liked this atmosphere, thus achieving
teamwork and also opened their curiosity to investigate more afond various issues which
contribute to give another approach to the subject.

OBJECTIVE OF MAKER SPACE:

Use a wide range of concept creation techniques - Such as brainstorming

Create new and worthwhile ideas, - Both incremental and radical concepts.
Elaborate, refine, analyze and Evaluate Their Own Ideas in order to Improve and maximize
creative Efforts.

Develop, Implement, and communicate new ideas, to others, Effectively.

Be open and responsive to new and diverse perspectives; input and feedback group
incorporate into the work.

Demonstrate originality and inventiveness in work and Understand the real-world limits to
Adopting New Ideas.

View failure as an opportunity to learn; Understand That creativity and innovation are a long-
term, cyclical process of small Successes and frequent mistakes.
IN CONTEXT CASE STUDY : CHILEAN EDUCATIONAL
IMPROVEMENT

Following the most advanced countries, in Chile, the first school that implemented the
STEAM methodology has captivated hundreds of students through innovative programs
are also taking place in establishments of the highest levels in the country, where the
activities and computer technologies are used incorporating these subjects between ages 4
and 14 methods. It has been such a success that currently, teachers in the United States,
believe that education should be a requirement STEAM from preschool to secondary
education. "The main objective is that students are prepared in these areas in order to
improve competitiveness in the technological development of their country, "

[Monica Geller says.14 JUNE 2019 ].

All those methodologies to develop skills are good strategies to use in the classroom. Still,
the most common to work with STEAM include project work, which derive from
constructionism as the maker movement, or Tinkering, Learning Based on the design and
those that allow the inquiry and investigation.

CONCLUSION:

● Nowadays, many of the students feel bored by the routine teaching method that is
taught in the schools with the purpose of giving information to the students, without a
clear method of transmitting what they have learned, that is why the students they do
not have the need to see other areas to investigate, because it does not generate an
interest in them.
That's why the STEAM methodology was created, which has as a fundamental part
that students work as a team and that teachers work only as a guide for their learning,
in addition to having classrooms capable of providing machine tools such as 3D
printers, to motivate better your path to knowledge

·
● It is known that the motivation of the student to acquire knowledge is the result of a
variety of methodologies, as mentioned above, which may or may not be useful
depending on the student; although, undoubtedly, the basis of everything is the
STEAM methodology but in particular the creative space, because in short they make
possible the use of technology as a tool to improve student performance.

● According to what has already been mentioned in the schools in Chile, with respect to
the change of methodology from the traditional to STEAM, it is concluded that it has
brought good results, affirming the arguments that have been mentioned with respect
to the maker space.

REFERENCE:

[1] Todd R. KelleyEmail author and J. Geoff Knowles. (19 July 2016). A conceptual

framework for integrated STEM education. SpringerOpen, 52255, 500.

[2]Martinez (2017). The search method in the STEAM Education, chaps. 4 and 5

You might also like