On Monday 14th March, three students from Toot Hill School in Bingham, Nottinghamshire won the BP Ultimate STEM Challenge competition at the Science Museum in London. For the second consecutive year, BP, STEMNET and the Science Museum launched the nationwide schools competition, which challenges 11-14 year-old students to test their Science, Technology, Engineering and Maths (STEM) skills by tackling real-world energy problems.
Rocket seeds that will be grown as part of Royal Horticultural Society (RHS) and UK Space Agency educational initiative, Rocket Science, have returned from the International Space Station (ISS). Half a million UK pupils have taken part in the project. The 2kg of seeds were flown to the International Space Station (ISS) in September 2015, where they have been orbiting the Earth at a speed of 17,000mph.
Encouraging students to take an interest in Science, technology, Engineering and Maths (STEM) subjects can often be a challenge. This is especially true when teaching is based around workbooks and theory; when students are unable to find a link between what they are being taught, the learning environment they are in and their own interests, they are more likely to disengage. With the ever-increasing technological advancements, it’s not surprising that the next generation of students are likely to enter the working world, looking for jobs that don’t even exist now. Therefore, we must strive to inspire children from a young age, in order to unveil talent and boost engagement.
Samsung have launched a companion app for the BBC micro:bit. Available via Google Play, the resource will connect the BBC micro:bit to smartphones and tablets, allowing young people to code on the go. By being introduced to connected technology and the Internet of Things, pupils will be able to control their smartphones or tablets via the micro:bit and come up with fun applications, such as building their own ‘selfie’ remote controller. Samsung has also developed micro:bit projects for parents and teachers.
In my previous article for Innovate My School, I talked enthusiastically about the huge benefits that technology such as cloud computing can bring to schools, provided that it’s used effectively to meet real and measurable needs. From a budgetary standpoint, schools can achieve better value for money and improved functionality through tools like virtual learning environments. Innovative pedagogical models such as the flipped classroom are improving teaching and learning even from Primary age. It’s a brave new world for technology in schools, and I’m delighted to see educators reaping the benefits.
Inventive Computing teachers and gurus have been working in and with schools across the country to ensure that teachers have everything they need to deliver the subject, which was introduced into the National Curriculum in September 2014. Progression Pathways has worked with partner schools to collate a set of free-of-charge, impartial and sans-marketing Computing FAQs available online and in PDF format from: www.computingfaqs.net. In addition, online open forums will ensure that this selection of FAQs are up-to-date and relevant for school leaders and teachers alike.
3D printers are one of the hottest new innovations in the manufacturing and design world, and this new tech is fast moving past its infancy. To many, it's a technology that seems futuristic for the time in which we live, never mind the classroom – but nevertheless is one that holds enormous potential not just in the STEM industries, but in schools as well.
The transformation of our library to a libratory began well before I accepted the position as Resource Center director six years ago. I had been fortunate enough to have taught in the building for 14 years prior taking on the position. I watched how my students interacted with technology and books in the space. I saw overstuffed and inflexible bookcases, cluttered horizontal surfaces and a space that was visually disorganised. The whole space seemed askew - I have always been good with the ‘flow’ of spaces.
On 29th February, over a thousand schools across the globe will race to unravel a real-life mystery that has long captivated the art world. Education startup Forensic Outreach and New York-based edu-retailer Ward’s Science have prepared a worldwide STEAM (Science, technology, engineering, Art and Mathematics) competition inspired by the 2011 hunt for the lost Leonardo da Vinci painting The Battle of Anghiari. The competition involves three subject-specific challenges: ‘cryptanalysis’, ‘geometry and probability’ and ‘materials science’.