Create Beautiful Designse-STEM - An Exploration of the Best Online STEM Resources for Elementary Classrooms In this section we are going to explore e-STEM which refers to educational resources and technologies related to STEM that are electronic and/or computer based. Like other educational technologies, the history of e-STEM is both interesting and diverse. The first e-STEM encyclopedias and games emerged in the late eighties as personal computers became more readily available in schools across the United States. Since then many different genres of e-STEM such as science video games, virtual models and other electronic learning software discussed in more detail below provide elementary educators and classrooms with a wide variety of educational resources students can use to learn about STEM. Video Games One of the most popular genres with e-STEM include video games such as NASA Kids' Club, Mammals by Tinybop and The Magic School Bus - Oceans. Video games first emerged in the 1980s such as Asteroids and have been used by classrooms ever since. Video games are popular within as an educational tool as many are engaging and provide increasingly difficult levels of challenges to master. Many students enjoy replaying popular games which increases their usefulness as a learning resource that can be used to review STEM concepts and problem-solving skills. Virtual Models Another popular genre within e-STEM include virtual models such as Wondermind and Circuit Jam that allow students to explore the form and function of the human brain and electricity in detail. Software such as Expandable Mind Software and Frogipedia has allowed teachers to create alternatives to lab-based activities such as dissecting frogs or fetal pigs which may be offensive to some families (both for personal and cultural reasons). STEM models also include engineering design software such as Mindcraft that teachers and students can use to convert student designs into physical models with 3D printers. Virtual models also show chemical and/or biological processes that cannot normally be observed within the elementary or middle school classroom. STEM Analytic Tools Another important category of educational software within e-STEM include analytic tools that allow students to study science and nature within the context of experimentation and data collection. Software such as the Lunar Lander allow students to input different variable into how rocket ships travel in space or other software might enable students to learn how animals might live in the ocean. This class of software is more common at the middle school and secondary level. STEM Reference Tools and Guides Our final category for this section revolve around STEM encyclopedias and other reference tools. The first electronic encyclopedias for students such as Microsoft Encarta (see above) was published in 1993 and was popular as a classroom resource and reference tool until 2009 because it was one of the first electronic reference tools to include multimedia clips and content designed for children. Today there are many common STEM resources elementary students can use to learn about science, nature and engineering such as National Geographic Education and Smithsonian Science Education Center. Other reference tools such as the app Solar Walk and iElements (middle school) have been recognized as important reference tools for students as well. One assignment you will be asked to complete is an e-STEM research activity where you will search for STEM-based games, virtual models and other electronic programs that are designed to help your students learn about STEM. In addition to a general web search, I recommend checking the UEN science page as they list important e-STEM links and resources you might want to integrate into your future classroom. Discussion Link: e-STEM, Websites, Games, and Online Resources for Elementary Educators Reflection QuestionsAfter reading the above section and completing your e-STEM research, consider the following questions:
In this section we are going to explore e-STEM which refers to educational resources and technologies related to STEM that are electronic and/or computer based. Like other educational technologies, the history of e-STEM is both interesting and diverse. The first e-STEM encyclopedias and games emerged in the late eighties as personal computers became more readily available in schools across the United States. Since then many different genres of e-STEM such as science video games, virtual models and other electronic learning software discussed in more detail below provide elementary educators and classrooms with a wide variety of educational resources students can use to learn about STEM. Video Games One of the most popular genres with e-STEM include video games such as NASA Kids' Club, Mammals by Tinybop and The Magic School Bus - Oceans. Video games first emerged in the 1980s such as Asteroids and have been used by classrooms ever since. Video games are popular within as an educational tool as many are engaging and provide increasingly difficult levels of challenges to master. Many students enjoy replaying popular games which increases their usefulness as a learning resource that can be used to review STEM concepts and problem-solving skills. Virtual Models Another popular genre within e-STEM include virtual models such as Wondermind and Circuit Jam that allow students to explore the form and function of the human brain and electricity in detail. Software such as Expandable Mind Software and Frogipedia has allowed teachers to create alternatives to lab-based activities such as dissecting frogs or fetal pigs which may be offensive to some families (both for personal and cultural reasons). STEM models also include engineering design software such as Mindcraft that teachers and students can use to convert student designs into physical models with 3D printers. Virtual models also show chemical and/or biological processes that cannot normally be observed within the elementary or middle school classroom. STEM Analytic Tools Another important category of educational software within e-STEM include analytic tools that allow students to study science and nature within the context of experimentation and data collection. Software such as the Lunar Lander allow students to input different variable into how rocket ships travel in space or other software might enable students to learn how animals might live in the ocean. This class of software is more common at the middle school and secondary level. STEM Reference Tools and Guides Our final category for this section revolve around STEM encyclopedias and other reference tools. The first electronic encyclopedias for students such as Microsoft Encarta (see above) was published in 1993 and was popular as a classroom resource and reference tool until 2009 because it was one of the first electronic reference tools to include multimedia clips and content designed for children. Today there are many common STEM resources elementary students can use to learn about science, nature and engineering such as National Geographic Education and Smithsonian Science Education Center. Other reference tools such as the app Solar Walk and iElements (middle school) have been recognized as important reference tools for students as well. One assignment you will be asked to complete is an e-STEM research activity where you will search for STEM-based games, virtual models and other electronic programs that are designed to help your students learn about STEM. In addition to a general web search, I recommend checking the UEN science page as they list important e-STEM links and resources you might want to integrate into your future classroom. Discussion Link: e-STEM, Websites, Games, and Online Resources for Elementary Educators Reflection QuestionsAfter reading the above section and completing your e-STEM research, consider the following questions:
|
|