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Playful STEAM learning in the early years : an educator's guide to screen-free explorations / Amanda Sullivan and Amanda Strawhacker, foreword by Merredith Portsmore.
Van Pelt Library LB1139.5.S35 S85 2025
Available
- Format:
- Book
- Author/Creator:
- Sullivan, Amanda (Amanda Alzena), author.
- Strawhacker, Amanda, author.
- Series:
- Early childhood education series (Teachers College Press)
- Early Childhood Education Series
- Language:
- English
- Subjects (All):
- Science--Study and teaching (Early childhood).
- Science.
- Technology--Study and teaching (Early childhood).
- Technology.
- Engineering--Study and teaching (Early childhood).
- Engineering.
- Arts--Study and teaching (Early childhood).
- Arts.
- Mathematics--Study and teaching (Early childhood).
- Mathematics.
- Early childhood education--Activity programs.
- Early childhood education.
- Education, Primary--Social aspects.
- Education, Primary.
- Comparative education.
- Physical Description:
- xiv, 176 pages : illustrations ; 23 cm.
- Place of Publication:
- New York : Teachers College Press, 2025.
- Summary:
- Decades of research has shown that introducing STEM content like coding and engineering during the foundational early childhood years can lead to many benefits, such as improving children's number sense, problem-solving skills, and sequencing ability. Unfortunately, the costs of STEM technologies can be a barrier for many early childhood educators. Additionally, many digital tools and apps are not playful or developmentally appropriate for young learners and can be less inclusive of students who have been historically excluded from STEM. This book addresses these barriers by demonstrating how to leverage an interdisciplinary STEAM (Science, Technology, Engineering, Arts, and Mathematics) approach to pique the curiosity of young students through play-based learning. The authors provide evidence-based, hands-on approaches as well as a practical framework to effectively integrate STEAM learning in the early grades (pre-K to third grade). Readers will explore new ways to play alongside their young learners to make powerful STEAM discoveries and foster a lifelong love of learning.
- Contents:
- Introduction: What STE(A)M is and why it matters
- Part I: Why screen-free STEAM?
- STEAM, play, and young children
- Why integrate the "A" of the arts with STEM?
- Computational thinking without computers
- Access, equity, and inclusion in STEAM
- Part II: Teaching STEAM in early childhood contexts
- Exemplary pedagogies and practices for STEAM integration
- Planning and implementing STEAM in formal classroom settings
- Planning and implementing STEAM in informal learning settings
- Part III: Low-tech and no-tech STEAM experiences
- Integrating STEAM into everyday play
- The wonderful world of outdoor STEAM
- Makerspaces and messy play in early childhood
- STEAM and dramatic play
- Part IV: Screen-free technologies for learning
- Technology all around us
- Unplugged computer science for hands-on learning
- Coding in the classroom
- Conclusion: Beyond screen-free STEAM.
- Notes:
- Includes bibliographical references and index.
- ISBN:
- 0807787086
- 9780807787083
- 0807787094
- 9780807787090
- OCLC:
- 1468560714
- Publisher Number:
- 90102435867
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