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