STEAM LEARNING

 
What does STEAM mean?

S stands for Science, T- Technology,  E- for Engineering, A- Art and M - rounds it

out with Math. The combination of these areas make STEAM, which is the wave of

the future.  From robotics to the physicists figuring out cancer doses for a patient,

STEAM is a prevalent part of our curriculum  Modules are being made for Robotics,

Coding, Simple Machines, Architecture, as well as engineering and Energy resources. 

Jobs in the future will involve someone to control the robot that makes the car engine,

as well as produces the number of potato chips within a bag. 

Steam allows the creativity of each student to become alive and carries them to wherever they want to go.

STEAM students are able to answer complex questions, investigate issues and develop solutions for challenges to world problems while

applying the rigor of STEAM.  STEAM students become logical thinkers and effective communicators through the the technological, 

scientific and mathematical studies.

 

STEAM is a combination of learning individually and with a group.  Students engage in questioning , problem solving, collaboration, and hands -on activities, while addressing real life issues.  Teacher within the classroom are the support and guidance for students the the problem-solving process and help plan projects for student mastery of the subject matter.

 

  • Our program is headed by a STEAM Certified Teacher

  • Our program is not sponsored by churches or other entities

  • Our program is held within a private, accredited institution of learning

  • Our program contains a highly certified staff that will be offering your
    student a rigorous STEAM specific program of learning

Young people playing with the STEAM supplies at the GWINNETT EXPO.  All ages enjoy STEAM and the ability to create and design something NEW!

Visual Arts

 

● Engaging, hands-on, minds on, project-based activities in STEAM, digital communications and related topics.


● Applied technology to reinforce academics and build next generation skills


● Personalized learning with multiple challenge levels, open-ended activities and opportunities for students to shape and expand learning around their own interests, abilities and learning styles


● Connections to core academic content and alignment to standards


● Extension activities for advanced learners to explore topics in even greater depth

Systems of Technology
  • Alternative and Renewable Energy

  • Circuitry

  • Computer Graphics

  • Digital Communications

  • Mechanics and Structures

  • Robotics and Control Technology

  • Scientific Data and Analysis

  • Software Engineering

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