Overview: Examines STEM and STEAM techniques for conducting investigations and discovering innovative solutions.Identifies key STEM and STEAM education advances (e.g., makerspaces, video games, virtual reality,.This book illustrates that real-life learning in which students conduct scientific investigations and make new innovations to solve real-world problems is an integral part of STEM (science, technology, engineering, math) and STEAM (science, technology, engineering, art, math) education. It provides examples of student and teacher work from projects of the Rutgers University Center of Ma
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