Your introduction to STEAM learning made me wonder about two things.
Ilya Yavnoshan
1

Thank you for your feedback and your questions. In regards of animal crossing, i read in an article that this specific game helps “develop a systematic approach for setting and achieving goals. Also it improves long-term planning”. As for VR, I agree with what you say. The possibilities are endless, and as technology advances, the possibilities and the opportunities for this technology to be integrated in the classroom are super exciting.

In regards on research done as to what kids end up doing or how steam affects them, the The Boston Children’s Museum’s STEM Sprouts Teaching Guide suggests that STEAM learning helps building students’ confidence and making them feel like experts by asking “what” questions rather than “why” questions. “Why” questions imply that there is a correct answer. “Why do birds have feathers?,” or “Why does the rock sink in the water?” are questions that have answers that children may not know, and may find discouraging. “What” questions, on the other hand, focus on what they are noticing and doing, and can be springboards for teachers and students to investigate together. “What are those ants doing?” and “What shapes do you see in those rocks?” are questions that invite children to observe, communicate, and be the “experts.” I believe that every designer asks the 5 Whys while solving a design problem, but we never talk about the What. So adopting this methodology in an early age I think is very beneficial and will provide kids with a great tool for their future careers as maybe designers, engineers, artist, etc.

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