[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-0-en-105":3,"doc-seo-600703-105":59,"doc-detail-600703-en":130},{"code":4,"msg":5,"data":6},0,"success",[7,13,18,23,28,33,38,43,48,51,55],{"id":8,"doc_module":4,"doc_module_name":9,"category_name":10,"show_sort_weight":11,"slug":12},1,"Document","Story & Novel",90,"story-novel",{"id":14,"doc_module":4,"doc_module_name":9,"category_name":15,"show_sort_weight":16,"slug":17},2,"Literature",80,"literature",{"id":19,"doc_module":4,"doc_module_name":9,"category_name":20,"show_sort_weight":21,"slug":22},4,"Exam",70,"exam",{"id":24,"doc_module":4,"doc_module_name":9,"category_name":25,"show_sort_weight":26,"slug":27},5,"Comic",60,"comic",{"id":29,"doc_module":4,"doc_module_name":9,"category_name":30,"show_sort_weight":31,"slug":32},6,"Technology",50,"technology",{"id":34,"doc_module":4,"doc_module_name":9,"category_name":35,"show_sort_weight":36,"slug":37},7,"Healthcare",40,"healthcare",{"id":39,"doc_module":4,"doc_module_name":9,"category_name":40,"show_sort_weight":41,"slug":42},8,"Research & Report",30,"research-report",{"id":44,"doc_module":4,"doc_module_name":9,"category_name":45,"show_sort_weight":46,"slug":47},9,"Religion & Spirituality",20,"religion-spirituality",{"id":46,"doc_module":4,"doc_module_name":9,"category_name":49,"show_sort_weight":46,"slug":50},"World Cup","world-cup",{"id":52,"doc_module":4,"doc_module_name":9,"category_name":53,"show_sort_weight":52,"slug":54},10,"Lifestyle","lifestyle",{"id":56,"doc_module":4,"doc_module_name":9,"category_name":57,"show_sort_weight":24,"slug":58},19,"General","general",{"code":4,"msg":60,"data":61},"ok",{"site_id":62,"language":63,"slug":64,"title":65,"keywords":66,"description":67,"schema_data":68,"social_meta":123,"head_meta":125,"extra_data":127,"updated_unix":129},105,"en","steam-by-design","STEAM by Design","","STEAM by Design proposes a transdisciplinary learning approach that helps young learners make a better world through designing. It integrates science, technology, environment, engineering, art, and math using place-based projects and everyday digital tools such as virtual field trips, interactive apps, and contemporary art. Documented case studies across elementary to high school show that guided making builds creativity, strengthens STEM problem-solving, and supports collaboration, communication, and standards-aligned e-Learning through NEXT.cc.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/steam-by-design/600703/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/steam-by-design/600703.png","ImageObject",300,407,{"name":92,"@type":93},"dhado","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-31","2026-10-15",true,{"@type":102,"interactionType":103,"userInteractionCount":34},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What learning approach does STEAM by Design promote?","Question",{"text":112,"@type":113},"It promotes a transdisciplinary, design-centered approach that integrates STEAM fields through place-based projects and everyday technologies.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"How are technology and apps used in STEAM by Design?",{"text":117,"@type":113},"Everyday apps and mobile digital platforms support learning cycles that move between digital tools, physical making, writing, and reflection.",{"name":119,"@type":110,"acceptedAnswer":120},"What outcomes are emphasized for students in STEAM by Design?",{"text":121,"@type":113},"Students develop designing minds and skills to initiate projects, connect disciplinary learning to real-world challenges, and contribute to improving living conditions.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},600703,1792188779,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":34,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":139,"language":140,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":141,"faqs":142,"seo_title":143,"seo_description":67,"update_tm":144,"read_time":145},5909893218464,"https://ap-avatar.wpscdn.com/davatar_085a072bc5b1113ac321206ff7593b45","STEAM by Design  \nLinda Keane, AIA, Professor of Architecture and Environmental Design, The School of the Art Institute of Chicago; [Co-Director NEXT.cc](Co-Director NEXT.cc) ELearning Designopedia, USA Mark Keane, Professor of Architecture. The University of Wisconsin-Milwaukee, USA  \nAbstract  \nWe live in a designed world. STEAM by Design presents atransdisciplinary approach to learning that challenges young minds with the task of making a better world. Learning today, like life, is dynamic, connected and engaging. STEAM (Science, Technology, Environment, Engineering, Art, and Math) teaching and learning integrates information in place-based projects accessing everyday technology of virtual field trips, digital interactives, apps, and contemporary art, science and design practices. STEAM by Design develops designing minds. Designing minds work across STEAM fields developing social, cultural, technological, environmental and economical responses to existing and future conditions. Design adds Art and the environment to the STEM equation to contribute site specific, culturally connected, contributions to creative economies. Documented case studies at the elementary, middle and high school level demonstrate the ease of delivering STEAM by Design opportunities and reveal the inherent creativity of students if encouraged. Design cultivates new knowledge, skills and values derived from becoming aware, developing understanding, and testing ideas through making. Designing place-based projects, K- 16 students acquire STEAM aptitude and better understand the use of STEM fields in solving contemporary problems. Access to everyday technologies cultivate ways to create,  \ncommunicate and collaborate. STEAM by Design is supported by the ELearning Designopedia, [NEXT.cc](NEXT.cc), aligned with newly released NEXT Generation Science Standards, North American Association for Environmental Education Standards and Art and Design Standards. STEAM by Design positions designing as world pedagogy that connects students as citizen activists in the communities in which they live and learn.  \nKey words  \ndesign; STEAM; creativity; integrated learning; innovation; imagination  \nSTEAM by Design  \nThe Steam by Design movement mixes art, design and the environment across traditional K-12 subjects (souse & Pilecki, 2013) and intertwines the way artists, designers, and scientists research and integrate complex sets of information. At Harvard’s Artscience Lab, MIT’s Center for Arts, Science, and Technology (CAST), and at Ask Nature, an Internet-based biomimicry project that brings knowledge of the natural world to bear on engineering and design problems, missions turn on the successful integration of the arts and sciences. Refreshing the arts integration efforts of the 60’s, with the inclusion of both environmental concerns and design practices, today's integration impacts contemporary K-12 STEM education directly.  \nIntegrating design and technology tools into science education naturally offers students dynamic learning opportunities. Everyday apps and mobile digital platforms make moving between technology, physical making, writing and reflecting fun. The transdisciplinary process utilizing existing and new tools represents real world practices  \n(Standford, 2014) . STEAM by Design mixes activities integral to envisioning the unknown with the  \nknown, utilizes new technologies,  \nFigure 1. STEAM by Design Based Learning Integrating Across Subjects.  \nRESEARCH  \nDesign and Technology Education: An International Journal 21. 1  \n61  \nRESEARCH  \n62  \nSTEAM by Design  \nassesses data and probability, and engineers iterative solutions for testing and evaluation. Making connections with science, technology, engineering, environment, art, and math, STEAM by Design encourages student-initiated and selected projects. As a holistic approach, STEAM by Design connects learning about the natural with the constructed world, the social with the cultural, and the economical","cbCaisnjTo47XSqi","https://ap.wps.com/l/cbCaisnjTo47XSqi","pdf",482940,22,"English","# Abstract\n# Key Words\n# STEAM by Design\n## RESEARCH","[{\"question\":\"What learning approach does STEAM by Design promote?\",\"answer\":\"It promotes a transdisciplinary, design-centered approach that integrates STEAM fields through place-based projects and everyday technologies.\"},{\"question\":\"How are technology and apps used in STEAM by Design?\",\"answer\":\"Everyday apps and mobile digital platforms support learning cycles that move between digital tools, physical making, writing, and reflection.\"},{\"question\":\"What outcomes are emphasized for students in STEAM by Design?\",\"answer\":\"Students develop designing minds and skills to initiate projects, connect disciplinary learning to real-world challenges, and contribute to improving living conditions.\"}]","STEAM by Design | PDF",1792091222,55]