Sep 19, 2026  
Catalog 2026-2027 
    
Catalog 2026-2027

ED 431 STEAM Team: Makerspaces, Math & Messy Questions


Lecture Hours: 3
Credits: 3

Explores interdisciplinary teaching and learning through integration of science, technology, engineering, arts, and mathematics (STEAM), emphasizing inquiry, experimentation, and creative problem solving as pathways to equity.

Prerequisite: Acceptance into the Bachelor of Applied Science in Elementary Education Program, or instructor approval.
Maximum number of credits course can be taken for: 3


Student Learning Outcomes:
  1. Design inquiry-based STEAM lessons integrating science, mathematics, and the arts.
  2. Apply inclusive and adaptive strategies to ensure equitable access to project-based learning.
  3. Facilitate collaborative learning for critical thinking, communication, and innovation.
  4. Implement makerspace approaches that foster curiosity and resilience.
  5. Reflect on STEAM’s role in promoting equity and creativity.


Content Outline
  • Foundations of STEAM Education
    • Principles and purpose of interdisciplinary teaching and learning
    • The role of inquiry, experimentation, and creativity in STEAM
    • Connecting STEAM education to equity and access
  • Designing Inquiry-Based STEAM Lessons
    • Integrating science, technology, engineering, arts, and mathematics
    • Developing essential questions and real-world problem contexts
    • Assessing learning through performance-based outcomes
  • Inclusive and Adaptive Practices in STEAM
    • Differentiating instruction for diverse learners
    • Ensuring equitable access to materials, technology, and participation
    • Culturally responsive approaches to project-based learning
  • Collaboration, Communication, and Innovation
    • Structuring group work and peer collaboration for critical thinking
    • Fostering communication and creative problem-solving skills
    • Integrating digital tools to enhance teamwork and innovation
  • Makerspace Approaches and Learning Environments
    • Designing and managing makerspaces for exploration and experimentation
    • Encouraging persistence, resilience, and reflection through iteration
    • Using design thinking to guide student inquiry
  • Reflection, Creativity, and Equity in STEAM
    • Evaluating the impact of STEAM learning on student engagement
    • Reflecting on the teacher’s role as facilitator and co-learner
    • Advocating for equitable and creative STEAM opportunities for all learners