Changing Middle School Science through STEAM

Changing Middle School Science through STEAM

Teresa Franklin, David Chelberg, Chang Liu
ISBN13: 9781609601959|ISBN10: 1609601955|EISBN13: 9781609601966
DOI: 10.4018/978-1-60960-195-9.ch305
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MLA

Franklin, Teresa, et al. "Changing Middle School Science through STEAM." Gaming and Simulations: Concepts, Methodologies, Tools and Applications, edited by Information Resources Management Association, IGI Global, 2011, pp. 645-667. https://doi.org/10.4018/978-1-60960-195-9.ch305

APA

Franklin, T., Chelberg, D., & Liu, C. (2011). Changing Middle School Science through STEAM. In I. Management Association (Ed.), Gaming and Simulations: Concepts, Methodologies, Tools and Applications (pp. 645-667). IGI Global. https://doi.org/10.4018/978-1-60960-195-9.ch305

Chicago

Franklin, Teresa, David Chelberg, and Chang Liu. "Changing Middle School Science through STEAM." In Gaming and Simulations: Concepts, Methodologies, Tools and Applications, edited by Information Resources Management Association, 645-667. Hershey, PA: IGI Global, 2011. https://doi.org/10.4018/978-1-60960-195-9.ch305

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Abstract

Virtual environments are a topic of discussion for many in the business and commerce fields. However, K-12 school systems have been slow to embrace technology within the typical classroom environment, much less a virtual environment. This chapter examines the development of Web-based Flash® content, an Interactive Science Lab in Second Life®, and newly created software called the STEAMiE engine being used by rural Appalachian middle school science classrooms in Ohio, USA. Presented are discussions of the design process through the use of teachers as content experts, the designing of games and simulations for middle school children, the changes in teaching strategies of middle school science teachers, and Fellows and the expectations of school administrators, teachers, and students during design and implementation.

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