ERIC Number: EJ1198034
Record Type: Journal
Publication Date: 2016
Pages: 7
Abstractor: ERIC
ISBN: N/A
ISSN: ISSN-0004-3125
EISSN: N/A
Tech-Savvy Girls: Learning 21st-Century Skills through STEAM Digital Artmaking
Liao, Christine; Motter, Jennifer L.; Patton, Ryan M.
Art Education, v69 n4 p29-35 2016
Redefining the educational model of science, technology, engineering, and math curriculum (STEM) to also include art to become STEAM (Fournier, 2013; Guyotte, Sochacka, Constantino, Walther, & Kellam, 2014) is a current method to encourage students to actively participate in 21st-century learning (Saxena, 2014). The skills emphasized for 21st-century learning include critical thinking and problem solving; collaboration and communication; and creativity and innovation (Partnership for 21st Century Skills, 2007). For art educators using a project-based approach to active learning through hands-on digital art projects can directly show links between STEM knowledge and art to create a STEAM curriculum, offering students a way to see how a well-rounded education builds connections across disciplines, individuals, and the world around them (Jolly, 2014). To spark the interest of girls, especially minority girls, as creators of technology, Penn State's 2010-2011 Tech Savvy Girl's camp focused on digital artmaking to develop middle school girls' 21st-century skills. Girls from rural central Pennsylvania and inner-city Philadelphia participated in the camp to directly engage with the knowledge and skills necessary for STEM-related careers. The courses described in this article, Digital Stories taught by Jennifer Motter, My Avatar Movie and My Avatar Games taught by Christine Liao, and Games 4 Girls taught by Ryan Patton, encouraged girls to create with technology and explore different forms of digital artmaking through activities tied to storytelling, personal experience, and technology literacy by making animations, machinimas, and video games. Through their examples, the authors propose a STEAM curriculum framework with digital artmaking at the center. Creating animations and games are two strategies in this curriculum framework. By highlighting how the course content and activities engage students in 21st-century learning and analyzing learning outcomes through our survey, their goal in this article is to show how creating digital media enables girls to learn essential skills for the 21st century and see the creative possibilities in pursuing STEM-related careers.
Descriptors: STEM Education, Art Education, Art Activities, Females, Active Learning, Student Projects, Middle School Students, Computer Uses in Education, Animation, Video Games, Story Telling, Womens Education
Routledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals
Publication Type: Journal Articles; Reports - Descriptive
Education Level: Middle Schools; Secondary Education; Junior High Schools
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers - Location: Pennsylvania
Grant or Contract Numbers: N/A