International Conference On Integration of STEAM in School Education 2021


NCERT, Regional Institute Of Education Bhopal

(Ministry of Education) 

and 

Department of School Education Govt. of Madhya Pradesh 

jointly Organise 

International Conference on Integration of STEAM in School Education 

(ICISSE 2020

on February 26-28, 2021

CONTEXT

STEAM is an educational approach to learning that articulates Science, Technology, Engineering, Arts and Mathematics as access points for guiding student's inquiry, dialogue, and critical thinking. The approach  aims to strengthen the foundation of STEM to promote the students' in enhancing their critical thinking skills and recognize the integration of Arts, Science, Technology, Engineering, and Mathematics. Integrating arts activities can decidedly enliven the curriculum content, make learning outcomes more successful and interesting to both teachers and students, and introduce powerful, inspired, creative and logical thinking into the teaching-learning process.

STEAM education provides opportunities for the students

  • to think outside the box,
  • to express innovative and creative ideas,
  • to feel comfortable in hands-on learning,
  • to take ownership of their learning,
  • to work collaboratively with others &
  • to understand the ways that Science, Technology, Engineering, Arts and Mathematics work together.  

As new technologies emerge, STEAM education and Coding is becoming an aspect of Indian education. STEAM and Coding prepares students for 21st century. Integration of Coding with STEAM has an added advantage of creating critical thinking and problem solving skills in order to create next generation innovators. Integration of STEAM encourages learners' curiosity about the world around them and feel empowered to change it for the better.

OBJECTIVES

  1. To promote STEAM approach in School Education to improve students innovative ability.
  2. To provide integrated approach to learning and teaching, which requires an intentional connection between  curriculum learning objectives,  lesson design and its implementation.
  3. To identify different perspectives to understand the link between different   disciplines to improve comprehensive use of STEAM knowledge to solve practical problems.
  4. To address content, taking into account context, global issues and local priorities.
  5. To promote creative, critical thinking, problem solving skills and values through STEAM education.
  6. To endorse life skills.
  7. To encourage and share research and development through STEAM   approach.

 

SPECIAL FEATURE

A competition on " Integration of CODING with STEAM" to encourage students to develop innovative projects.

The competition is open to students of upper primary, secondary and senior secondary school level. Attractive prizes along with certificates will be given to the winners in the following categories:

1)   Coding and Mathematics -  Creating different mathematical shapes using coding and also to visualize abstract concepts

2)  Tinkering with Coding- Designing creative material using basic electronics and coding

3)   Coding and STEAM in daily life- Creating everyday items such as  ambulance, fly swatter etc. using coding

4)  Project based learning using Coding and STEAM -  Creating simple projects with coding such as wind  mill, lighthouse, piggy bank etc

5)  Coding and STEAM with Robotics

INVITATION OF PAPERS

Research Papers are invited from the Teachers, Teachers Educators, Academicians, Educationist, Researchers, NGOs and the functionaries working in the areas of School Education. The abstract of paper in about 200-250 words and full paper in about 2000-2500 words duly typed in MS-Word, font size 12 (Times New Roman) with line spacing 1.5. References should be given in APA style. The paper must contain the title, name of the author, contact number and e-mail address.

E-mail id for Paper Submission: rkicse2020@gmail.com

Publication: Selected papers will be published in conference volume with ISBN and RIE Journal with ISSN.

Mode of Conduct: May be conducted in offline or online mode depending on the situation.

Venue : NCERT, Regional Institute of Education, Bhopal


THEMES AND SUBTHEMES

1.  Perspectives for Integration of STEAM in school education

i. Evolution of STEAM and its implications

ii.  Integration of STEAM to Indo-centric education

iii. STEAM vs traditional approaches

iv.  STEAM and its linkages with multiple disciplines

v.   Economic implications of STEAM integration

2. Encouraging a STEAM focused school curriculum

i.  Linkage of STEAM at different levels of school education

ii.  Digital learning and STEAM in school curriculum

iii. Contextualizing  and  applying STEAM to school curriculum

iv. Cohesive learning interaction for effective students learning

v. Approaches and strategies of STEAM across school curriculum

vi. Limitation and challenges of STEAM pedagogy in school curriculum

3. Way Forward : Shaping schools for tomorrow

i.  Futuristic literacy: Coding (computer programming)

ii. Leap from computer literacy to computer science

iii. Integrating coding in school curriculum

iv. Exploring the effectiveness of block based visual programming language in learning coding

v. Creativity and Innovations through   coding

vi. Enabling students for  diverse workforces through STEAM

vii. Effectiveness of STEAM to career pathways.

4.   STEAM education and inclusive learning culture

i.    STEAM approach to reach learners from marginalized section

ii.   Virtual education through STEAM

iii.   Creating diverse context and expand students' decision making through STEAM approach

iv.   Developing learning strategies and resources for children with special needs

v.  Addressing gender issues through STEAM approach

5.  Behind the Scenes: Making STEAM to work in school

i.   Structural changes for successful STEAM implementation

ii.   STEAM operations for teachers and students

iii.  Integration of STEAM as a cross curricular approach

iv.  STEAM Model in the context of National Education Policy-2020

v.   STEAM education for maximizing the learning outcomes

6. Assessment of the students : STEAM and Digital learning

i.  Fostering independent and individualized learning

ii. Implementation of STEAM at global level

iii.  Improving students performance across the curriculum

iv. Challenges, issues and concerns of STEAM approach in assessment and learning.

7. Bringing STEAM out of the classroom and into the community

i.  Community based STEAM approach

ii.  Contextualizing STEAM learning

iii.  Development of life skills through STEAM

iv.   Reversal of roles in communicating STEAM model

8.  Practices of STEAM education at National and Global level

i. STEAM for sustainable development

ii. STEAM for health, hygiene and well being

iii.  STEAM for peace, ethics and values

iv.  Researches on STEAM and its educational implication

9.  STEAM paradigm in real world situations

i.  STEAM for development of 21st century skills and competencies

ii.  Hands on teaching - learning methods   for multiple disciplines

iii.  Best practices of STEAM in school education

iv.   Inspiring students to apply STEAM in daily life.


IMPORTANT DATES

LAST DATE OF SUBMISSION OF ABSTRACT & FULL PAPER - January 17th, 2021

COMMUNICATION REGARDING ACCEPTANCE OF PAPER - January 31st, 2021

CONFERENCE DATES -  February 26th - 28th, 2021


 

Courtesy: NCERT, Regional Institute Of Education Bhopal and Department of School Education Govt. of Madhya Pradesh 

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