Showing posts with label STEM. Show all posts
Showing posts with label STEM. Show all posts

Thursday, May 22, 2014

More than Just Fun and Games: Using Apps for STEM Learning

By: Elisa Farrell, Guest Blogger, SMU Undergrad

Dr. Candace Walkington, math education professor at Southern Methodist University, teaches a course on STEM integration for pre-service elementary teachers. As part of the class, her students author a series of blogs where they discuss issues related to the integration of science, technology, engineering, and mathematics in elementary school. In this set of blogs, her students were discussing how they can use educational “apps” that are related to STEM in their classroom, focusing particularly on math. They were encouraged to take a critical stance towards the use of apps and to give clear guidelines for how teachers can find and evaluate high-quality apps for math learning.

How much time did you spend watching TV when you were in elementary school? When did you first get a cell-phone? My personal technology milestones were a laptop in eighth grade, a cellphone as a high school freshman, a smartphone as a college first-year, an e-reader as a college sophomore, and a tablet as a college junior. The following chart shows that in 2009, the average age for receiving a personal mobile phone was 9.7. That’s fourth or fifth grade!


Technology is becoming increasingly prevalent in today’s society. As Collins & Halverson (2009) point out in their book Rethinking Education in the Age of Technology, “the world is changing and we will need to adapt schooling to prepare students for the changing world they are entering” (p. 9). The following graph shows the time spent per week on certain media and devices by age, including video games, computers, tablets, e-readers, mobile phones, and more.

You can see that in 2010, at least one-fifth of children ages four to five are using media for 5-9 hours per week. Using the waking hours per day as the maximum of 12 (Pantley, 2009) for a total of 84 waking hours in a week, 9 hours of media is 10% of waking hours. That’s a large chunk of time in front of screen. As I mentioned in my earlier blog post about the use of technology in education, I am highly in favor of its proper integration. Collins & Halverson (2009) also point out that “technology gives us enhanced capabilities for educating learners” (p. 9). One of the best examples of this enhanced capability incorporated into an educational setting is mobile applications, or apps. A research study funded by Nickelodeon found that gaming is the primary use of electronic devices, where “96% of kids say they use their computer for gaming, compared to 88% on the tablet and 86% on the smartphone” (2013).

Educational apps combine the natural inclination of children to enjoy games with the new technology and media that has become ubiquitous to our daily lives. In our course on Integrated STEM Studies through the education department, we had the chance to test several STEM apps, specifically focusing on math apps. Here are some of my favorites from class and from my own personal exploration:

Pizza! by Motion Math
This app combines a favorite childhood food with business decision-making to teach children important math skills. For example, they learn division by calculating the unit price for ingredients to make sure they’re getting the best deal. Multiplication and addition are used to find the total bill of a customer’s order, and rapid computation is necessary to keep customers satisfied and sales high. In later rounds, pricing decisions require number comparison – is the cost of producing pizzas offset by the money customers will pay? How much is too much to charge for the oft-requested “Sardine Special?” Finally, students must keep track of ingredient inventory to maximize sales and avoid the angry speech bubbles, “You ran out of pineapple!” From my criteria for what makes a good app this app pretty much fulfills them all.

Hungry Fish by Motion Math
In this game, children feed number bubbles to an insatiable fish. The easiest level is simply number recognition and matching – if the fish says “1” then the correct bubble is that which also says “1.” In higher levels, bubbles must be combined, adding or subtracting them to create the appropriate feeding value. This game is simpler in concept than Pizza! but still highly engaging, at least in my personal experience. I had the opportunity to observe a group of second-grade students play this app together in my field experience.

Overall, using educational apps can help make learning fun and provide good individual or small-group reinforcement activities. However, since most are formatted as games, the STEM skills and knowledge must be central to success in the game or it is just a game with numbers. I saw Hungry Fish being used in a second grade classroom without teacher supervision, and the student in charge of combining bubbles was simply dragging adjacent bubbles together without trying to reach the correct number to feed the fish. It is important to remember with education apps that education needs to be the focus, not the app. In addition, as whenever technology is used, there are concerns about sharing and taking turns, theft or other damage, and if the technology is functional when it’s needed.

Educationally, apps need to be standards-based, STEM focused (for this blog), and challenging but not frustrating.

Standards-based apps are preferable, since they pull their goal concepts and skills from an already created and approved list. For example, Hungry Fish, the bubble-eating game I mentioned earlier, includes a list of the Common Core Standards addressed in the game on the company’s website.

Without a basis in standards, apps may help students practice math or other STEM skills, but fall short of helping them stay on track with the actual curriculum. The curriculum and standards are developed to provide a framework of logically sequenced knowledge and skills acquisition, and following them creates a uniform education system across the state (and the nation).

STEM focused apps use STEM concepts and processes as part of the core mechanics of app, not a side benefit. For example, in Pizza! , math knowledge and skills are necessary for success. In contrast, Hungry Fish could simply be an amusing way to combine bubbles and see numbers change.

Finally, apps need to be educationally challenging, but not frustrating. Vygotsky’s Zone of Proximal Development posits that students learn best when they are working in the area where they need guidance but can still accomplish a task. This is illustrated as the middle circle in the diagram.

Even though you use your own criteria to evaluate apps yourself, some of the work has already been done for you. My favorite place to look for app suggestions is on websites that focus on reviewing media and apps. Here’s a list of a couple that focus specifically on apps for children, and some that even focus in on educational apps for children as reviewed by parents and teachers.
  • Children’s Technology Review's goal is “to provide objective reviews of children’s interactive media products,” and there are many apps reviewed. However, the search feature not as polished as some of the other sites.
  • Appysmarts finds the “best apps for young brains.” You may need to create an account to access some features of this site.
  • Common Sense Media: “We rate, educate, and advocate for kids, families, and schools.”
  • Graphite is “a platform we created to make it easier for educators to find the best apps, games, and websites for the classroom” (by Common Sense Media).
Overall, educational apps can be highly useful for extending already-popular technology and gaming into the classroom. Educators should be careful to keep learning goals in mind when choosing apps, and can make use of some of the above resources when choosing apps for the classroom.

Wednesday, April 30, 2014

An 'App'etite for STEM Education

By Nate White, Guest Blogger, SMU Undergrad

Dr. Candace Walkington, math education professor at Southern Methodist University, teaches a course on STEM integration for pre-service elementary teachers. As part of the class, her students author a series of blogs where they discuss issues related to the integration of science, technology, engineering, and mathematics in elementary school. In this set of blogs, her students were discussing how they can use educational “apps” that are related to STEM in their classroom, focusing particularly on math. They were encouraged to take a critical stance towards the use of apps and to give clear guidelines for how teachers can find and evaluate high-quality apps for math learning.

There is a multitude of iPad applications, or "apps," out there for elementary education that can be utilized effectively in the classroom. There are nearly 100 new "education apps" added to the Apple App Store every day! Therefore, the number of educational applications is so broad that it encompasses both "good" and "bad" apps. When looking at science, engineering and mathematics, there is quite a variety in apps out there, even free ones! Let's look at some examples of free apps in the mentioned STEM subjects, with a focus on mathematics.

Engineering: Pettson's Inventions
This app balances fun and entertainment beautifully. Basically, there are numerous different scenarios (like the one in the photograph below) where the player must design and build some solution to an engineering problem. You are provided objects on the left side of the screen to drag over to the incomplete engineering design on the right, and each "part" is only used once in a specific manner (see the picture at left). It may not even seem like you are learning engineering problem solving skills when playing this game, but the game requires so much creativity, analysis and trial-and-error that you will develop engineering skills. This app seems appropriate for both younger and older elementary students. A couple plausible weaknesses of this app is the lack of engineering vocabulary, as well the lack of support or directions in difficult problems in particular, which could deter some students from persevering to solve the problem.

Science: Bill Nye The Science Guy
This science app is engaging and versatile. There are several different content areas within the app, which the user can choose to pursue. You can explore out solar system and learn about each planet (as seen in the picture below where you have missions to go to each planet and take pictures, place satellites and learn several interesting facts); you can learn about geology (layers of the Earth); or you can even learn about optical illusions. All of these topics are taught by interactive games with informative narration by Bill Nye himself! This app also includes video episodes (which you must purchase) and science experiments with elaborate directions. While this app is very engaging and informative, it could pose problems for English Language Learners because of the app's reliance on (English) narration.

Mathematics: Oh No Fractions! 
This app is composed of various fraction problems in which you must manipulate a visual representation in order to show the answer of the given problem (as seen in the picture at left). You can choose between addition, subtraction, multiplication, division and compare problems, all of which exclusively use fractions. This game is simple and explicitly educational without too much "fun and games," but I think it is a good tool for students in upper level elementary to practice manipulating fractions.

Math Champ
This app is categorized by grade and difficulty (grades 4-7 and five levels of difficulty). The app s free, however, it requires you to buy the uprated version to access the majority of its content. As for the elementary grades (4th and 5th) in the app, there are questions about geometry, fractions, decimals, multiplications etc. All of the questions are multiple choice (as you can see in the picture). The app does a good job of keeping it educational while adding a fun and engaging design. For example, you can unlock alien characters to play as.

Sushi Monster This is perhaps my personal favorite because of how challenging and fun the app is. This app assesses addition and multiplication of positive integers from zero up to the thousands place. First, you choose either addition or multiplication, and then pick a level of difficulty (1-5). In each level there is a different monster who is inside of a circular sushi bar. The sushi chef places several dishes of sushi, each with a number on it, and the monster will have a number on him. The goal is to add or multiply the correct sushi dishes to equal the number on the monster, and you do this by dragging the desired sushi from the outer sushi bar to the monster sitting at the center. You accumulate points and strive for a low time of finishing each stage. It is engaging because of the focus it requires due to the fast paced nature of the game, plus the fact that there is fun Japanese music playing while a monster is eating sushi you serve.

Lobster Diver The last math app I will discuss is a number line game where you play as a scuba diver who is fishing for lobsters. At the bottom of the screen there is a sea floor with a number line on it (which could be counting numbers, negative numbers, fractions, etc.). Each level is timed and you are told the point on the number line where you must dive to get the lobster, however, most of the number line is not marked, so the user must be able to count and decipher the number line in order to dive at the right place. In addition, there are eels constantly swimming by that you must avoid. I love this game because it provides the positives of a recreational game (e.g. eels and interactive scuba diver) yet challenges the player to understand a number line and thus correctly compare fractions and negative numbers. This could be a great app in the classroom.

Strengths and Weaknesses Because of the highly diverse array of apps in the STEM subjects, there are strength and weaknesses to different types of apps. Apps like Oh No Fractions! and Math Champ do not offer anything exclusive to technology, i.e., those problems can be done on the board or on a piece of paper in class, so you can definitely make a case for unnecessarily using technology in those examples. They do, however, enable students to test they knowledge of a wide variety and quantity of math problems efficiently. Games like Lobster Diver risk students doing poorly on the app, not because of their math skills/knowledge, but because of their lack of game playing skills, such as not avoiding the eel and losing all three of his/her lives thus having to start over. Math games like Sushi Monster are great for gifted students because you can always get faster and faster at the game and work with big numbers in the higher levels.

Criteria for Evaluating STEM Apps
As mentioned earlier, because of the quantity of education apps in existence currently as well as those being created everyday, there are plenty of STEM apps that are a waste of money and class time even if they are free. So how does an elementary school teacher evaluate whether or not he/she should purchase/download an app for STEM learning in the classroom? There are several variables that go into this, not to mention the context of the school (such as kids coming to school from impoverished homes where technology is a rarity). But generally speaking, there is certainly some criteria that should be used when evaluating apps.

Educational Technology and Mobile Learning offers some insight as well as rubrics and evaluation questionnaires for iPad educational apps. One example of a rubric I found to be quite effective is seen in the following figure:

I love how this rubric weighs things like engagement, levels of difficulty, various modes of play, and randomly presented content because it is important for students to want to play an app as well as be able to replay it without easily mastering it. As seen in this rubric, it is important to ask yourself if an app meets the students' needs and is aligned to your state standards. At the end of the day, your class time should be used to further your students knowledge to meet, if not exceed, state standards (TEKS, Common Core Standards e.g.). It is easy to find an extremely creative and engaging app with some educational ties and instinctively have your students play it, but careful analysis must take place where the teacher looks for concrete content in the app that assesses or instructs standards-based content. Other practical things should be considered as well, such as the availability of technology to use the app, the presence and extent of feedback given by the app to students. Cost is another factor, which is rather obvious in my opinion: A mediocre or even good app is not worth speeding money when there are so many great apps out there for free!

Another resource teachers can use to find ideas for free mathematics apps is found at TCEA.

More STEM apps for elementary are listed here at Imagination Soup.

Teachers should not rely on the Apple App Store ratings, or even comments, for evaluating and finding apps. It is wise to speak with other teachers, especially trying their apps out. Additionally, simply searching Google for Elementary iPad apps in whatever subject or specific content can provide good results as long as you carefully consider the given pros and cons.

Wednesday, April 10, 2013

"Repeat after me: I'm a math person."

By Marilea Jungman, RME Project Specialist

“I’m not a math person”. It’s a comment you hear, usually said with chagrin and a shake of the head. It’s a phrase that creates a divisive line. There are those who are math people, and those who aren’t. Not being a math person is a perfectly acceptable label. Or is it? Do we ever hear people say, “I’m not a reading person?” No!

At our research-to-practice conference in February we heard from a panel of experts on STEM, the role of mathematics, and the critical state of the current pipeline. Ken Fenoglio, President of AT&T University represented the needs of the workforce and the demand for advanced skills – AT&T employs 40,000 advanced math professionals.

Dr. Fred Olness, SMU Physics professor, highlighted the numerous advantages that a STEM education can provide:

  1. get a job 
  2. keep a job 
  3. keep a life

For every 2.5 STEM jobs available, there is 1 qualified candidate. Conversely, for every 1 non-STEM position, there are 3.3 unemployed candidates competing for that job. And, the average annual compensation for STEM occupations is three times the per capita income in Texas. Dr. Olness provided real-life examples of the importance of mathematics to everyday life, but he also pointed out what he called, “million dollar mistakes.” From an error in a calculation for an architectural design to inaccurately measuring the length of a cord for a bungee jump, Dr. Olness showed us that lack of proficiency in STEM can lead to very costly mistakes. STEM is all around us.

So, very clearly we know it pays to be a “math person”. Where do we start? Who is responsible? I’ll be the first to admit, the dreaded phrase has fallen from my own mouth. But as a parent, and as a member of a research in mathematics education team, I realize the mindset has to change at a very individual level – it’s a phrase I certainly don’t want my young daughter or son to hear, much less say.

Our unit recently hosted a group of parents at SMU and we challenged them to think of simple ways to integrate mathematics into daily life. From plotting a garden, mathematics in art, measurements in baking, as well as board games such as Chutes and Ladders, the opportunities to explore and connect to mathematics is considerable. RME researcher Dr. Candace Walkington has performed studies aimed at the personalization of algebra. In other words, for students, especially struggling learners, having word problems in a context that interests them increases their likelihood of not only attempting, but correctly answering a problem they normally would have simply avoided. You can read the full text of the article here.

What steps will you take to be a math person?

Monday, February 25, 2013

Math Educational Apps for the iPad

By Savannah Hill, RME Professional Development Coordinator


Apple iPads have taken the US by storm. One of the major markets they push for is education. If you are new or unfamiliar to this technology, here are some additional resources to help you get started.

You may ask, "Is it really a valuable tool for me to use in my class?" There have been several research studies done on this topic, but here are a couple.
  • In a study done by Houghton Mifflin Harcourt in California showed that students using iPads saw their math test scores increase 20% in one year compared to students using traditional textbooks (Bonnington, 2012).
  • A study centered on Motion Math has shown that the iPad can help with fundamental math skills. Fifth graders who regularly played the game for 20 minutes per day over a five-day period increased their test scores by 15 percent on average (Riconscente, 2011). Click here for the final report.
During the lunch hour at the RME Conference, we explored some mathematics educational apps for the iPad and had many requests for more information about these. Here is a little more information about them!

  • Motion Math: Hungry Fish (Free version) Students can practice mental addition and subtraction with this app. The fish are hungry for numbers. Students can make sums by pinching two numbers together - instant addition! Keep feeding the fish to win a level and unlock new colors and fins. Also check out Motion Math: Wings - This game is for children ages 4 and up to develop a conceptual understanding for multiplication. Students play by tilting your bird to the bigger number. Students will master multiplication in 6 different visual forms: rows of dots, clusters of dots, groups of dots, a grid, a labeled grid, and symbols.
  • MathBoard (Free version) MathBoard is a highly configurable math app for students in kindergarten through elementary school, addressing simple addition and subtraction to multiplication and division. More than just standard drills, MathBoard encourages students to actually solve problems, and not just guess at answers. This is done by providing multiple answer styles, as well as scratchboard area where problems can be worked by hand.
  • Chicken Coop Fraction Game In this hilarious educational game you will be shown a fraction and your job is estimate the decimal equivalent by placing a nest on a number line. Our hens are mathematical experts and they will fire their eggs towards the correct answer. If your estimate is good the eggs will be caught in the nest but if you’re too far out it all gets very messy.
  • Teach Me 2nd Grade ($1.99) This app keeps children engaged with a unique reward system where children earn coins by playing learning games at the school. The simple and intuitive user interface is designed to be child friendly, which allows children to play with help from the teacher. An animated teacher gives verbal instructions and feedback to encourage the child to learn and succeed! In addition, the learning screens are colorful, fun and rotate between six different subjects so children don't get bored.
For a table of all of the available apps to use for mathematics education, visit TCEA's iPad List and click the mathematics tab. This list is organized into concepts and gives the price of the app with a description.

Bonnington, C. (2012, January 23). iPad a solid education tool, study reports. CNN Tech. Retrieved from  http://www.cnn.com/2012/01/23/tech/innovation/ipad-solid-education-tool 
Riconscente, M. (2011) Mobile learning game improves 5th graders' fraction knowledge and attitudes. Los Angeles: GameDesk Institute.

Tuesday, February 12, 2013

What Are You Tweeting About?

By Savannah Hill, RME Professional Development Coordinator

Twitter is becoming an essential instrument for almost every teacher's toolbox. It is a great way to communicate between other teachers, your students or parents, and the general public.

What is Twitter? Twitter is an online social networking site, which allows users to send and receive messages of up to 140 characters. It helps you to build a network formed around a shared interest.

Why should I join Twitter? Twitter is an extensive online community for anyone to quickly share and gain ideas on a topic, such as math education or a current event. It’s free and easy to use.

What do I tweet about? Tweet about what interests you now. What has your attention? Tweet an inspiring quote you hear. Ask questions – Twitter is a great tool for getting immediate responses from colleagues and other educators around the world (remember to use a hashtag (#) to group your tweet with other similar tweets!).

Key Lingo:
  • Tweet: an individual post; a tweet is just the way to say you posted something on Twitter.
  • RT (Retweet): Re-telling someone else’s tweet; if you see a tweet you like, you can post it to all your followers by “retweeting” it.
  • Message: Direct message to a follower (private).
  • @username: open message to a specific person; The “@” symbol always comes before someone’s Twitter name.  Not only will the tweet go out to everyone, but that person who has been tweeted at will be able to see a notification that they have been mentioned. For example: @RME_SMU
  • #Hashtag: Use hashtags to group and track discussions (conference, seminar, classroom activity, etc.); If you put a hashtag in front of a word, then your tweet will be grouped with all the other tweets that contain that hashtaged word. Hashtags make it very easy to search for posts on almost any topic.
Some great math educator hashtags to follow are
 #mathchat #edchat #edtech
  • Trending: When something is “trending” on Twitter, it means that many people are talking about the same thing.
What role does Twitter have in education? Twitter is a great way to communicate short, direct thoughts.  Take a look at this news report that shows how Twitter has been used in this classroom.

Here are some other ways you can use Twitter for math education:
  • Have your students and parents follow you on Twitter where you can post reminders about quizzes/tests/homework, upcoming field trips, websites to check out, etc.
  • Hold “Twitter Chats” with your students. Allow them to ask questions or have discussions about a particular topic after class using predesignated hashtags.
  • When attending or leading trainings and conferences, place a hashtag at the end of your tweets to organize them for easy access later. For example, at our annual RME conference, people who attend will be using #RME2013 at the end of their tweets. Attendees could easily find other tweets about the RME conference just by searching the official RME hashtag.
  • Follow other teachers! There are educators and educational companies on Twitter who post valuable links and ideas daily. A “Twitter Chats” are a series of conversations on a particular topic using a predesignated hashtag. For example, a great chat on gifted and talented students is held on Fridays at 11 AM and 6 PM CST using #gtchat. These chats can be great tools to communicate ideas with other teachers from around the world!
  • Use Twitter to build a Professional Learning Network (PLN) so that you can learn about the latest trends in teaching!
Summing It All Up
Our educational landscape is changing rapidly. Students are using technology, such as Twitter, every day, and as educators we must stay current and utilize this technology as a way to teach and engage our students. Used effectively, Twitter can transform your classroom, your school, and your teaching.

So sign up, start following, and start listening using Twitter today! Pretty soon, you will have your own professional learning network!

Follow us on Twitter!

Tuesday, December 4, 2012

Revolutionizing Mathematics with Technology Integration

By Dawn Woods, RME Elementary Mathematics Coordinator 

Photo from appadvice.com
Computers possess the potential for revolutionizing and individualizing mathematics instruction. The NCTM News Bulletin, October 2007, suggests that technology can support students in learning and knowing mathematics through individualized instruction while assisting teachers in gathering assessment data, and planning instruction that focuses on learners. As information technology evolves, teaching mathematics with a focus on learners in a multimedia rich enviorment enables students to ready themselves for cometitiion in the global marketplace (Wolf et al., 2011). Tools such as computers, iPads, document cameras, and interactive white boards can help reach different learning styles while holding students’ interest and attention while preparing them for the world in which they live.

Integrating technology can be overwhelming so I decided I would start with a project that my students and I could do together. I looked for a project that was pre-planned with all the “kinks” worked out. So in revolutionizing my mathematics classroom, I decided that I would start integrating technology with a lesson designed by Atomic Learning. Atomic Learning is an education solutions site that enables learners (of all ages) to embrace technology. This is a subscription site, but many districts have licenses since it is a great way to streamline online technology PD for their teachers.

As I browsed through the website, I discovered a Tech Integration Project Lesson Accelerator: How Big is a Foot? Tech Integration Projects, according to Atomic Learning’s website, assist teachers in teaching essential software skills while using tutorial movies to demonstrate, step-by-step, how to create curriculum-based technology projects with assessment rubrics. The How Big is a Foot Lesson Accelerator pulled in the children’s story, of the same title, by Rolf Myller (1991) as a way to engage the students with the project. This lesson introduced the need for standardized measurement, challenged students with a math problem, all the while teaching the students how to use an EXCEL spreadsheet.

Through out the course of the lesson, my students and I worked together to learn the ins and outs of EXCEL while learning about the importance of standardized measurement. We watched short tutorials, interacted with the software, and became very engaged in this multimedia way of instruction. The great thing about this project was that students could work at their own pace to learn the math and technology content, collaborate with others, receive individualized instruction, all the while learning a valuable software skill that could be used in other projects across the curriculum!

Summing it All Up
As my students and I collaborated on this project, we discovered how amazing a math project that integrates multimedia could be. The students embraced the opportunity to learn in an environment that took into account their learning style while giving them the freedom to solve a math problem in their own way and time. In reality, the How Big is a Foot project revolutionized my mathematics instruction by giving me the foundation to build other multimedia projects that would transform and modernize my classroom.

How do you use technology to revolutionize and individualize instruction in your teaching?

Myller, R. (1991). How big is the foot? New York: Dell Pub.

Wolf, D., Lindeman, P., Wolf, T., Dunnerstick, R. (2011). Integrate technology with student success. Mathematics Teaching in the Middle School, 16(9), 556-560.

Thursday, November 15, 2012

What is STEM and Why is it Important?

By Toni Buttner, RME Assistant Director
 
Definition of STEM: Science Technology Engineering Math Problem: 80% of the fastest growing occupations in the United States depend upon the mastery of mathematics and scientific knowledge and skills. Demand far outmatches supply, AND, students are not equipped to satisfy this growing need. This infographic taken from Edutopia explains why a STEM education is important in today's society.
From Edutopia.org/STEM-Strategies
Solution: It depends. (Did you expect a clear cut solution?!) This alarm has been sounded and many have answered the call. One event in particular hallmarked the kick off of a solution, the 2012 US News STEM Solutions Summit held here in Dallas in June. This was the first conference of it’s kind in which leaders from K-12 institutions, community colleges, universities and private sector industries came together for three days to begin the discussion of how to interest, retain, and graduate more STEM-proficient students in the U.S. and get them hired.

Hands down, one of the key take-aways agreed upon was: we need partnerships across all constituents. K-12 is beginning to talk to institutions of higher learning to find out what students need to have mastered to be successful in college; meanwhile, the institutions of higher learning are talking to companies to find out what characteristics they are looking for in employees they need to hire - this is called the STEM pipeline. The transition between kindergarten through career, or some call it, birth to career, is a holistic approach of finding out where we are losing students when it comes to proficiency in the STEM fields of science, technology, engineering and math. Statistics say students begin to mentally drop out by 5th grade and then legally drop out in 9th grade, which is just one of the many ‘leaks’ in the pipeline. The Education Policy and Leadership department of Southern Methodist University tackled this topic specifically at their 2012 annual conference ‘Transitions’.

Get Involved: Do you want to keep up with what is going on in STEM in the state of Texas or nationally? A few great places to start are Educate Texas, Innovate-Educate and STEM Connector.

Have you found a great STEM solution or encountered a STEM success in your classroom? If so, please leave a comment to help others towards the goal of proficient students and connecting them with great jobs!