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STEAM Power : Infusing Art Into Your STEM Curriculum /

"There are numerous books on STEAM, but most are either arts and crafts project books designed for children or high-level books that can be weighty and inaccessible for new teachers. As an artist/educator who has taught art and technology for years, Tim Needles brings a fresh and unique approac...

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Detalles Bibliográficos
Autor principal: Needles, Tim (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Portland, Oregon : International Society for Technology in Education, [2020]
Edición:First edition.
Colección:Book collections on Project MUSE.
Temas:
Acceso en línea:Texto completo

MARC

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245 1 0 |a STEAM Power :   |b Infusing Art Into Your STEM Curriculum /   |c Tim Needles. 
250 |a First edition. 
264 1 |a Portland, Oregon :  |b International Society for Technology in Education,  |c [2020] 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 0000 
264 4 |c ©[2020] 
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505 0 |a The STEAM mindset -- STEAM implementation -- Classic construction, cardboard, and upcycling -- Film, video, and animation -- Digital photography -- Web design, social media, and podcasting -- Coding -- Digital drawing and design -- 3D design, printing, and construction -- Robotics and drones -- Augmented and virtual reality -- Connections -- Collaboration -- Authenticity -- Sustainability -- The STEAM power challenge. 
520 |a "There are numerous books on STEAM, but most are either arts and crafts project books designed for children or high-level books that can be weighty and inaccessible for new teachers. As an artist/educator who has taught art and technology for years, Tim Needles brings a fresh and unique approach to these topics, focusing on creativity, innovation and collaboration. This accessible and engaging book offers creative ideas for blending arts and STEM learning (STEAM). It covers the fundamentals of STEAM, with project ideas and best practices, while providing insight from educators in the field. Technologies covered include: coding, robotics, 3D printing, virtual and augmented reality, photography, video, animation and digital drawing. In addition, the book addresses several different approaches to bringing STEAM learning to the next level, such as collaboration, global learning, project-based learning, makerspaces and social-emotional learning"--  |c Provided by publisher. 
588 |a Description based on print version record. 
650 7 |a Technology  |x Study and teaching.  |2 fast  |0 (OCoLC)fst01145221 
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650 7 |a Mathematics  |x Study and teaching.  |2 fast  |0 (OCoLC)fst01012236 
650 7 |a Interdisciplinary approach in education.  |2 fast  |0 (OCoLC)fst00976122 
650 7 |a Engineering  |x Study and teaching.  |2 fast  |0 (OCoLC)fst00910417 
650 7 |a Arts  |x Study and teaching.  |2 fast  |0 (OCoLC)fst00817807 
650 7 |a Arts in education.  |2 fast  |0 (OCoLC)fst01744885 
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650 0 |a Technology  |x Study and teaching. 
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710 2 |a International Society for Technology in Education,  |e issuing body. 
710 2 |a Project Muse.  |e distributor 
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856 4 0 |z Texto completo  |u https://projectmuse.uam.elogim.com/book/99231/ 
945 |a Project MUSE - Custom Collection