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STEM-A Science, Technology, Engineering and Math  through Art

STEM-A Science, Technology, Engineering and Math  through Art. Jane Crayton http://stem-a.org. Jane Crayton. STEM-A (Science Technology Engineering and Math through Art) Founder http://stem-a.org RUST-E (Radically Urban Sustainable Technology Exploration) Founder, CEO http://rust-e.org.

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STEM-A Science, Technology, Engineering and Math  through Art

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  1. STEM-AScience, Technology, Engineering and Math throughArt Jane Crayton http://stem-a.org

  2. Jane Crayton STEM-A (Science Technology Engineering and Math through Art) Founder http://stem-a.org RUST-E (Radically Urban Sustainable Technology Exploration) Founder, CEO http://rust-e.org Artist, Inventor, Writer, Educator Dorkbot303 (People doing strange things with electricity in Colorado) Founder Colorado Chapter http://dorkbot.org/dorkbot303 Media Production Consortium (University of Colorado Student Group) President Live Interactive Dome (Denver Museum of Nature and Science)  Catalyst, Participant

  3. STEM-A Mission To facilitate growth and education in STEM-A (Science, Technology, Engineering and Math through Art.) STEM-A is a philosophy, and pedagogy style which implements experiential techniques of teaching art. STEM education is fostered by creating a space for students to explore and experiment in real-time learning situations, with hands on activities, that engage the student. Themes relating to culture, ethics and aesthetics are transformed into learning adventures in science, technology, engineering and math through art.

  4. Media & Technology (vs) STEM • Math and science scores for 12th graders continue to decline, with less than 20 percent of high school graduates showing proficiency in science. • A recent survey conducted by the Pew Internet & American Life Project (Hitlin & Rainie, 2005) found that roughly 21 million youth between the ages of 12 through 17—approximately 87 percent of the entire age bracket—use the Internet. • 45% of teens had a cell phone in 2004. Since that time, mobile phone use has climbed steadily among teens ages 12 to 17 – to 63% in fall of 2006 to 71% in early 2008. • A new nationwide survey suggests that approximately 1 in 12 teens show signs of behavioral addiction to video games. • In a recent study, the Los Angeles Times and Bloomberg found that nearly half of young teens ages 12 to 14 like to watch TV while they're doing homework, and almost 20 percent go online while hitting the books. Girls are more likely than boys to do other things during homework time, such as talking on the phone, watching a movie and text-messaging. Gallup Poll (Oct.2004) on Teen Leisure Habits

  5. Saturation Overload (ADT) Studies are showing increasing rates of “Attention Deficit” type syndromes, for example technology is blamed for creating an epidemic of ADT (Attention Deficit Trait) “Attention Deficit Trait (ADT) is this over stimulation and saturation which eventually creates this ADD like condition, where the’multi-tasker’ is overwhelmed, and distracted by technology and all its nuances,” As defined by wikipedia. How can teachers compete with media and technology entertainment?

  6. Technology Gap • Recently reported by the American Electronics Association, "regrettably, the American K-12 system is failing to provide the math and science skills necessary for kids to compete in the 21st century workforce, and the U.S. higher education system cannot produce enough scientists and engineers to support the growth of the high-tech industry that is so crucial to economic prosperity." % of Patents Filed SOURCES: Task Force on the Future of American Innovation based on data from National Science Foundation. Science andEngineering Indicators 2004, Appendix Table 6-11. Arlington: APS Office and Public Affairs. National Science Board. Scienceand Engineering Indicators 2004. NSB 04-1. Arlington, VA: National Science Foundation, 2004, Table 5-30.

  7. Consumers [not] Makers The National Science Board found that the United States is a net importer of high-technology products. Its trade balance in high-technology manufactured goods shifted from $54 billion in 1990 to minus-$50 billion in 2001. • Are we too late to help America's teens reverse the sudden decline in scientific and technical leadership?  • Will today's high school students be able to maintain the technological edge that has provided America's extraordinary standard of living?  • Can they sustain the culture of innovation and scientific prowess that has given this nation the military and economic supremacy it has enjoyed for nearly a century?

  8. Inspiring youth in STEM • Push the boundaries in technology exploration • Help Students find a personal connection • Ethics and Politics as a form of personal expression • Allow for failure, and chaos • Do it, hands on. DIY & DIT • Share, publish, twitter 

  9. STEM-A Classes • Blogging "cyber tools" • Circuit Bending • Citrus and Circuits • Digital Photography "art of techno-ecology" • Digital/Eco Arts • Flash animations for Video Mixing • Live Broadcast Streaming • Poetic Terrorism and Guerrilla Art • Secrets of the Hive • Theories in Video Mixing Secrets of the Hive, provides practical applications of STEM for youth, with emphasis on ecological and biological sciences.  Sometimes learning [why] not to fear, is the most valuable lesson learned! Above: Jane Crayton (Instructor)Left: Students from SOH 2009 at Science Discovery.

  10. Lecture Series • Blogging your digital identity • Digital Narratives • Ethical Technologist • Poetic Terrorims and Guerrilla Art • Re-appropriated Art and Collage • STEM-A Philosophy in Pedagogy "Experiential hands-on education is the key to engaging students, especially today with media saturation"     -Jane Crayton

  11. Why Arts to teach STEM? • The creation of art helps to develop inventive behavior needed for R&D in STEM. • Art education helps students develop a personal connection, and an ethical relationship to their subject. • Art allows the student an opportunity for failure, and the ability to practice technique in order to find success. • Learning to understand art, teaches tolerance, and respect for cultural, religious, and even extreme thinking and creating. • Arts allow the students to develop creative and unique identities and styles for thinking, living, learning and inventing. • Balances the Gender Gap in STEM education, encouraging girls to learn traditionally "male subjects". Students making paper with Sarah Chung at DAVA for Citrus and Circuits Class.

  12. STEM-A Class Example #1 Digital Photography: Art of "techno-ecology" Students learn pratical skills in photography and Photoshop, while creating narratives on ecological ethics.

  13. STEM-A Class Example #2 Students learn about the acidity of natural elements, alternative energy, and how to read, design and build simple electronics. Students measure voltage of DIY lemon powered batteries and build Lemon Powered LED Dream Catchers Citrus & Circuits

  14. STEM-A Class Example #3 creative short-circuiting of electronic devices such as low voltage, battery-powered toys. Hacked by experimental artists who aim to re-appropriate lo-fi digital toys for electronic manipulation, and use in live musical performances. Circuit Bending, teaches practical skills in electronics. From soldering 1/4" audio jacks to reading multi-meters, students learn the basics of circuits, and the complex avante-guard concepts of circuit bending as an experimental electronic art. Circuit Bending

  15. Phase 1: Introduction and Theory Participants will explore the anti-theory and practice of:- History of circuit bending and re-appropriation of discarded electronic mediums- Technical aspects to circuit bending            Soldering (wires and connections on electronic boards)            Programming (chips and cards)            Engineering (how will it connect and be transmitted)- Resources for circuit bending- Circuit bending culture (Artists and perspectives)- Hacking your medium Circuit Bending: Anti-theory/Hacking

  16. YouTube Videos as a tool for teaching art concepts. What is Circuit Bending? Circuit Bending with Reed Ghazala

  17. Circuit Bending: Gracefully altering the circuits of your childhood Phase 2: Practical Experience Students find discarded electronic items from their childhood, in which to circuit bend. Working with the guide of the instructor they will seek to hack and reprogram their electronic device for use in a live demonstration or performance. Body Bending Using exploratory tools Adding components     resistors     capacitors     potentiometers     knobs, sliders, switches

  18. Circuit Bending: Performance Art Phase 3: Finishing Process and Perspectives An evaluation and feedback session will be held so participants can have an opportunity to improve in the future with regards to technique, skill, or style. A final performance of students playing their circuit bent instruments will complete the class.

  19. Special Thanks to our Partners, Supporters and Affiliates RUST-E

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