Learning, Innovation and Cultural Development
A growing body of research indicates that innovation will determine a nation’s success in today’s rapidly changing global economy. Innovative thinking is fundamental to the intersection of the sciences, arts, engineering and design.
Rhode Island School of Design (RISD) launched a new STEAM Map during a recent industry briefing on Capitol Hill in collaboration with US House STEAM Caucus Co-Chairs Suzanne Bonamici (D-OR) and Aaron Schock (R-IL). This innovative mapping tool visualizes STEAM activity worldwide to enable advocates, practitioners and followers of this movement to connect with each other, share best practices and show decision makers the impact and relevancy of art and design. The STEAM Map, which can be viewed globally or as locally as individual Congressional districts, can be found at map.stemtosteam.org.
gadgITERATION at the first STEAM pavilion,
USA Science & Engineering Festival, Washington DC, 2014
GadgITERATION , New York and Oceans Awareness offered learning experiences for young people focusing on recycling and plastics pollution in the oceans. Read more...
Suzanne Bonamici , 1st District Oregon, points to SEAD as an example of what gets left out of the mix, and quotes Robert Root Bernstein's White Paper. June, 2013. Transcript...
Innovation through education involves articulating the impact of transdisciplinary engagement on culture and economic development. There is potential to build a brand with credibility and trust; to identify unique opportunities that merit community support; and to develop “incubator” programs with toolkits and strategies for team building. This can result in workforce development and new models for intellectual property policy and technology transfer. Designed to be accessible to the general public, network activities can foster recognition in the form of awards and challenge projects and can facilitate affinity building in communities. Target support groups consist of academic policy makers and community leaders joining together to nurture and mentor the next generation.
Areas of focus include rethinking the distinction between art and science in formal and informal learning arenas; designing models for *STEAM curriculum; developing and sharing best practices; and involvement in organizational conferences. Others include attending congressional hearings within the Department of Education to address policies, and forging partnerships between schools, universities and community spaces.
*STEAM is an acronym used to to refer to the disciplines of Science, Technology, Engineering and Math. Many now advocate for adding an A to the acronym to form STEAM (Science, Technology, Engineering, Art and Math). STEAM represents innovation that comes from integrating art and design with STEM fields, humanizing technology and translating its potentials in ways that are capable of bringing about societal change.