This document outlines Amy Holcomb's presentation on taking steam programs to the next level. The presentation defines steam learning and discusses the benefits of steam programs in libraries. It also provides examples of structured and unstructured steam activities for different age groups, including multi-day bootcamp programs. Resources for steam learning are shared, and the presentation concludes with a question and answer session.
prashanth updated resume 2024 for Teaching Profession
Taking STEAM Programs to the Next Level
1. TAKING STEAM PROGRAMS
TO THE NEXT LEVEL
AMY HOLCOMB
EXPERIENTIAL LEARNING SUPERVISOR AT SKOKIE PUBLIC LIBRARY
2. ABOUT ME
Experiential Learning Supervisor at Skokie Public Library
Previous positions at Northbrook Public Library and Fremont Public
Library District
STEAM program facilitator since 2010
InfoPeople Course Instructor for:
Developmentally Appropriate Programming
Experiential Learning Spaces in the Library
Contributor to STAR_Net Blog
BA in Chemistry
3. OUR AGENDA
Foundation for STEAM Learning in Libraries
Understanding Inquiry-Based Learning
Structured STEAM Learning for Grades K-8
Unstructured STEAM Learning for Grades K-8
Go To STEAM Resources
Time for Questions
7. WHY WE CARE ABOUT STEAM LEARNING IN LIBRARIES
STEAM learning in libraries is important because:
Literacy is multifaceted
The library supports connected learning – learning between multiples
spaces with multiple resources based on personal interests
The library supports a “let’s find out” growth mindset
The library supports different learning styles
8. BENEFITS OF STEAM LEARNING IN LIBRARIES
Opportunity for all
Often access to higher tech resources or more self-directed learning
in schools is for high achieving students
STEAM resources can be expensive
Frames learning around problem solving and experimentation rather
than a right or wrong answer
Motivates youth to consider STEAM careers
10. DEFINING INQUIRY BASED LEARNING
From Edutopia
Question or wonder about something of personal interest
In a library program, have kids formulate a problem to solve or pose
a challenge
Explore or research solutions
In a library program, test those solutions
Discuss and reflect on the process
In a library program, have a group sharing discussion at the end
11. APPLYING INQUIRY BASED LEARNING IN PROGRAMS
Can become a natural process in program development
Think of starting points with a variety of results or solutions
Challenge based programming is a great fit
Frame a program around a question related to a STEAM topic
This allows room for personal relevance and interest
Start with discussion for opportunity to share prior knowledge
This welcomes organic questioning from participants
12. POLL: WHAT TYPES OF STEAM HANDS-ON ACTIVITIES HAVE YOU
FACILITATED AT YOUR LIBRARY?
Everyone does the same activity at the same time
Everyone has the same materials but can apply them how they want
Demonstration only
Other
15. DEFINING STRUCTURED LEARNING
Scheduled program with start and end time
Pre-determined developmentally appropriate content for target age
group
Defined goal or learning objective
Does not equate to one outcome or solution
Designated facilitator to guide through content
Intentional room setup
16. STRUCTURED LEARNING FOR GRADES K-2
Support concept understanding with collection
Using picture books to introduce a topic
Extension activities mirroring storytime elements like songs
Facilitate interest beyond expected outcome
Can utilize stations or group experimentation
Demo or intro activity helps set foundation for concept understanding
Encourage further exploration with take home resources
17. EXAMPLE: SNOWFLAKE SCIENCE
Single staff facilitator for monthly
program series
Setup with a picture book and short
slide presentation including a video
Sometimes includes guessing game
element
Math element in talking about shapes
and fractals
Hands-on experiment was blizzard in a
bottle
18. EXAMPLE: NATURE PLAY
Staff and volunteers ask guiding
questions to kids, which models open-
ended questioning for caregivers
Use tools like magnifying glasses for
low-tech component
Optional activities include:
Matching games with different
shades of greens or tree rings
Bingo that calls on the senses
Tactile exploration with sand or
water
19. EXAMPLE: EXPLORING STRUCTURES
Frame program with Three Little Pigs
Follow reading* with reflection on book,
ask guided questions about what
worked, what didn’t, and why
Emphasize STEAM terms like material,
support, structure
Includes stations that reflect STEAM
components from the book
Skyscraper challenge
Build-and-test challenge
20. EXAMPLE: STATES OF MATTER
Frame concept with non-fiction picture
books
More of a book discussion than reading
Follow with sharing of prior knowledge –
what are solids, liquids and gasses we
know
Demo of states of matter transition with
Jell-O
Ask questions with each step to
encourage participants to identify the
states of matter
Hands-on portion is making Goop
Practice saying “thixotropic mixture”
21. STRUCTURED LEARNING FOR GRADES 3-5
Use discussion prompt to begin program and welcome sharing of prior
knowledge from participants
Support concept understanding with brief slide presentation or demo
Include time for questions and connections
Present hands-on portion as a challenge or frame as a problem to solve
Inherently welcomes different approaches and outcomes
Can support group and individual learning, depending on participant
preference
Reflect on process with wrap up discussion
Invite participants to share about their experiences and learning
connections
22. EXAMPLE: TOOLS AND THE BRAIN
Connected to Exploring Human Origins exhibit in
the library
Opening discussion about brains and ancestors’
brains over time
Bridged to usage of tools by humans and other
animals
Challenge posed: use an assortment of random
objects to create tools to complete specific tasks
23. EXAMPLE: COMMUNITY PHOTO WALK
Use iPads as cameras
Brief introduction to how digital cameras work
Discussion about community elements – what
makes a good community
Program is outside
Participants receive digital copies of images they
took
24. EXAMPLE: SASHIKO STITCHING
Inherent connections to math and design
Provide patterns as starting points
Free-choice making is supported
Social element with all working at one table
Entry way to textiles learning and seeing STEM in
arts and design
25. EXAMPLE: VISUALIZING ANIMALS FROM FOSSILS
Inspired by Field Museum’s Specimens exhibit
Brief slide presentation about fossils
Opportunities for participants to share their prior
knowledge around fossils, fossil collection
Connect to fossil kit from library’s STEAM kit
collection
Challenge to visualize animals from photograph
of fossil
2D to 3D
Discussion of tools used to create models
Showed actual visualization of Tully Monster from
the Field at end
26. STRUCTURED LEARNING FOR GRADES 6-8
Program topic must be personally relevant to teen participants
Facilitation methods include assisting teens making personal connections to program topic
Includes opportunities for different levels of participation
Social interaction is substantial aspect
Includes peer-learning and sharing
Clear expectations about participation in program
Opportunity for showcasing a plus
Drop-in or pop-up style helps with participation
Staff plan for the program but will not require registration
27. EXAMPLE: AFTER SCHOOL SNACKS
Connect nutrition, chemistry, and
eating all in one program
Teen participants drive the program
Staff available for troubleshooting,
using the oven
Encourage reflection of experiments
during taste testing
28. EXAMPLE: ZOMBIE MAKEUP WORKSHOP
For grades 6-12 around Halloween
Provide makeup, mirrors, and iPads
Supports peer-learning and
socialization
Staff are available for troubleshooting
Inherent showcasing element
29. EXAMPLE: CHALLENGE ACCEPTED
Challenge based programming for
grades 6-8
Include parameters like restricted time,
limited resources
Open-ended and drop-in
30. DEEPER DIVE STRUCTURED LEARNING
Multi-day programs around skill building
2 days with 1.5-2 hours per day is optimal
Works well during school breaks
Includes lots of time for reflection and self-directed exploration
Supports peer-learning and sharing
31. EXAMPLE: SCRATCH JR. BOOTCAMP
3 day camp for grades K-5
Day1 discussed what coding is, how
we use it, and included analog
games like Simon Says
Day 2 further explored features of
the Scratch Jr. app and posed some
coding challenges
Day 3 had participants finish their
coded stories and present to family
and friends
32. EXAMPLE: BAKING CHEMISTRY BOOTCAMP
2 day camp for grades 3-5
Each day has different recipe focus
Begin sessions with slide
presentation going over nutritional
components, how to read recipes,
and specific equipment
Taste testing is key
Participants leave with recipes
33. EXAMPLE: TEEN PHOTOGRAPHY BOOTCAMP
3 day camp for grades 6-12
Co-facilitated by Teen Librarian and
Photographer
Learn basics of DSLR photography and
photo editing with Adobe Lightroom
Three focus areas:
Portraits
Documentary
Street photography
35. DEFINING UNSTRUCTURED LEARNING
Self-directed learning experience
Individual determines learning objective or goal
Can be in defined learning space or not
Can be facilitated, though facilitation method is inquiry based
36. UNSTRUCTURED LEARNING BEST PRACTICES
Multiple access points to accommodate different learning styles
Including starting points
Design prompts or challenges are helpful
Have step-by-step instructions printed or on a tablet for learners who have
difficulty exploring on their own
Staff learn alongside participants
Ask questions like “what do you think” and “what should our next step be”
OK to say “I don’t know, let’s find out”
37. EXAMPLE: STEAM LEARNING SPACE
Staffed space with set hours
Focus on different STEAM topic every 4
months
Change activity starters and
resources frequently
Supports self-directed learning and
free choice exploration
Features “Scientist* of the Week”
signage to promote STEAM careers and
professionals of color/women
38. EXAMPLE: FAMILY SCIENCE EXPO
Multi-hour event in February for all
ages
Variety of stations that are staff-led
throughout Youth Services Department
Many stations are open-ended with
staff facilitating process focused
experiences
39. EXAMPLE: STARGAZER NIGHT
Hosted outside on Village Green near
East Entrance to the library
Serendipitous find by many participants
on their way in or out of the library
All ages – fosters community of learners
Overview of how to use the telescope
and how it works
40. EXAMPLE: OPEN SEW
1st Friday of every month for grades 3
and up
Staff available to help troubleshoot
machines
Provide access to fabric, thread, and
machines for self-directed making and
experimenting
Fosters community of learners
41. EXAMPLE: STEAM KITS
Available to checkout for one week
Offers access to popular STEAM tools
and resources without cost
Supports STEAM learning and
exploration at home
42. EXAMPLE: HOW-TO VIDEOS
Pick topics that use household or
inexpensive items
Connect back to the library
Encourage experimentation and
creative expression
Inspire rather than instruct
43. POLL: WHAT ARE YOUR NEXT STEPS WITH WHAT YOU’RE LEARNING
TODAY?
Read more about a STEAM topic
Add a small activity or make modifications to an existing program
Create a new program
Share resources with colleagues
Other
54. LINKS FOR FEATURED RESOURCES
A Beautiful Mess Blog https://abeautifulmess.com/category/crafts
ALSC Blog https://www.alsc.ala.org/blog/category/stemsteam/
Exploratorium Science Snacks https://www.exploratorium.edu/snacks
Kitchen Pantry Scientist https://kitchenpantryscientist.com/
Science Buddies https://www.sciencebuddies.org/
STAR_Net Blog http://www.starnetlibraries.org/blog/
55. PHOTO CREDIT
Majority of photographs were taken by Max Herman,
Production Assistant and Photographer, for Skokie
Public Library
Photographs on slides 19, 20, 23, 25, and 51 were
taken by Amy Holcomb
Videos were produced by Paul Knutson, Production
Specialist and Videographer, for Skokie Public Library
Notas do Editor
STEAM as an acronym is usually agreed upon but STEAM learning in practice depends on the community, library, and facilitator. It’s helpful to come up with a personal definition of STEAM learning that can be used as a framework for programs.
Is this STEAM? It doesn’t have to be fancy and use high end or emerging technologies. Determine what STEAM means to you and your community and what it looks like in practice.
STEAM learning isn’t cookie cutter crafting or experimentation. Libraries and library programs and other learning opportunities provide a starting point. It should be up to the learner, both with their prior knowledge and established interests, to shape their learning pathway.
Budget: Low ($0-$25)
Staffing: Teen volunteers, one staff person
Aspects of Facilitation: guiding questions, magnifying glasses, share information that courtyard is open all summer
Engineering, science
One of your livestock has fallen in a hole! (In our case, a rubber duck in a 6-gallon drum.) Construct a tool to get the livestock out.
Construct a tool to get water out of a deep hole. (Again, a 6-gallon drum, this time with a few inches water in it.)
Patterns, free-choice in design, fine motor skills
Note: we have approval from the Village of Skokie Health Department to host these types of cooking programs. We also have a kitchen.
These photos are some favorites of students who participated in our second 3-day Teen Photography Bootcamp. Participating photographers focused on portraits, documentary and street photography and learned how to make photos with DSLR cameras around Skokie then edit their work using Adobe Lightroom in the Digital Media Lab
*Sometimes artist or designer or musician of the week
Learning is subtle but powerful
Exploratorium Science Snacks provide numerous activities with step by step instructions plus ways to include opportunities for experimentation and self-expression. Includes NGSS planning tool for activities.
I go to museums once a quarter and take bad photos like this and then ruminate on it to come up with a meaningful STEAM programming idea for my community. Consider asking your library to support museum visits as part of your continuing ed.