At a glance:
- The STEM acronym was first used in 2001 by the U.S. National Science Foundation (renamed, thanks to Judith Ramaley, from SMET).
- In 2006, Georgette Yakman was the first to suggest incorporating Arts would enhance the approach and make it a more complete strategy for allowing students to connect with learning.
- Art is a means of making science, technology, engineering and math more welcoming, but is also an equal outcome.
- Ampere embraces the arts in both the execution and development of our programming, as we lean into the creativity of our team, partners and learners.
You open a box and find randomly shaped, coloured pieces of cardboard. These pieces are all important and serve a purpose, but when dumped out of the box, it’s hard to imagine any sort of connection between them.
Then, you look at the box itself. On it, an image that makes you feel something. Maybe it makes you laugh, maybe it makes you think, maybe it gives you that warm, fuzzy feeling. The point is, the image has an impact. The art also brings the pieces together into something bigger: a complete puzzle.
The picture is not complete without all the pieces, but without the picture, the pieces aren’t as impactful.
When we talk about STEAM (science, technology, engineering, art and math) versus STEM (science, technology, engineering and math), we’re talking about the added value of including art as we learn skills crucial to future success. Art opens the door to STEM subjects, and it is an important and equal outcome.
Back up, what is STEM?
STEM stands for science, technology, engineering and math education. The acronym was introduced in 2001 by the U.S. National Science Foundation which previously used “SMET” to group the disciplines. Thankfully, American biologist Judith Ramaley (then-assistant director of education and human resources at NSF) rearranged the words to form the more pleasant-sounding STEM.
Adding the “A”
In 2006, Georgette Yakman, a master’s graduate of Virginia Polytechnic Institute and State University’s Integrated Science-Technology-Engineering-Mathematics Educational program, noted that STEM could be improved by adding art.
“STEAM is a way to take the benefits of STEM and complete the package by integrating these principles in and through the arts,” according to Strategic Partnership Agents of Change in Education.
“STEAM takes STEM to the next level: it allows students to connect their learning in these critical areas together with arts practices, elements, design principles, and standards to provide the whole pallet of learning at their disposal. STEAM removes limitations and replaces them with wonder, critique, inquiry, and innovation.”
Ampere: Powered by STEAM
At Ampere, our mission is to work alongside rural, remote, Indigenous and other communities to support the development of STEAM skills through innovative technology, art and play.
“S.T.E.M without an acknowledgement of the art that fuels it, doesn’t tell the whole story,” says Ryan Oliver, CEO and founder of Ampere. “Creativity is a core value of our organisation and the arts are the backbone of the communities we serve. For learners to engage their full potential, having the space to express their creativity as they explore science, technology, engineering and math is crucial.”
As we embrace our creativity in designing and co-designing our programming, we see first-hand the benefits of that artistic approach. At Ampere, the arts help us unlock and ignite new ways to learn and teach the “future-ready” skills.
Science, technology, engineering and math are undoubtedly key as we prepare for the ever-changing world. Embracing art in the learning and teaching process allows us to connect with learners in new ways while opening our eyes to new ways of thinking.