STEaM and Robotics Education employs a Project based Learning approach or framework which prepares students by ensuring they acquire a deeper knowledge and a critical thinking mentality through active exploration of and engagement with real-world challenges and problems through simple illustrations, demonstrations and experiments. These real world applications increase the possibility of long term retention of knowledge, concepts and skills.
It surpasses the paper-based, knowledge memorization and teacher-led instruction learning that presents established facts and content that tends to portray a smooth path to knowledge acquisition by organising and introducing open-ended questions/challenges that would require content research, critical thinking, team work and collaboration.
Though most consider STEaM as a simple grouping of five disciplines it is actually a unitary idea that describes a realm of knowledge and content whose intention is to present technical information as they exist in their natural world or state and are exceedlingly considered to be intertwined more often than we percieve them.
Robotics in education is an interdisciplinary study area that involves design, construction, operation, and use of robots. Though most of the Robots (Arm, Humanoid and Car) come as complete kits tailored to teach students concepts of computer science and the disciplines of engineering (data/information, design, mechanical, electronic).
We do encourage teachers and trainers to engage their kids to design and construction Robots from locally available resources and together with micro-controllers, actuators and sensors that can be acquired separetely to enable them acquire design, electronic and programming knowledge and skills necessary to constructing complete robotic solutions.
Robotics also allows students to learn STEaM disciplines. Through creation, design, assembly and operation of robots which for most of the students feels like play they in these processes can acquire vital skills and understanding of the different applications of robots.
Robots are widely used in manufacturing, assembly, packing and packaging, mining, transport, earth and space exploration, surgery, laboratory research, safety, and the mass production of consumer and industrial goods therefore concluding the importance of the study of robotics at an early ages.
The goal is to help educators effectively implement immersive technologies that transform learning environments and support student achievement.
At the core of our STEM solution is an all-inone interactive display called ActivPanel that seamlessly connects devices and content, making engagement easy for both teachers and students. We have brought together a suite of authentic tools that challenge today’s learners to craft solutions for realworld problems, encourage critical thinking, and transform student engagement to create relevant learning connections.
At iWorth with the support of Promethean, we understand the importance of integrating STEaM disciplines into today’s classroom and support an environment that will inspire students to invent across all grade levels.
Three major important skills or abilities learned and acquired which are useful for every disciplinary are:
Our focus is to promote and create an awareness of Digital, STEaM and Robotics education and solutions respectively and to propose strategies and recommendations that will change the policies, education contents teaching and training methods to create a capable human resource produce substantial and sustained improvements in the post-highschool labor-market outcomes of youth.
The goal is to pass to schools the idea that problem-solving, experimental and project-based learning are approximately equivalent to career or vocational learning. Therefore with such educational programs students would be taught in their early age skills that would prepare them for the vital diverse emerging 21st century careers and opportunities.
This learning program would suppliment the work and goals of the existing Technical and Vocational Education and Training (TVET) whose disadvantage is that it begins after the students have finished secondary education.
And also through this programs we aim to succeed in changing the attitudes of our students towards acquiring knowledge and skills and improve under-represented minority and low-income student growth, all levels graduation rates, teacher and trainers effectiveness, close achievement gaps, reduce dropout rates, suspensions, and expulsions.
The ultimate objective of our work is to propose strategies, equipments, tools and other resources geared for a vision for the future of all students by providing permanent access to premium quality education through Digital, STEaM and Robotic education.
The goal of this plan is to build a rock foundation for STEaM literacy, enhance diversity, equality and inclusivity in STEaM by preparing the STEM workforce for the future and this will ensure that we emerge as one of world leaders in STEaM education mastery, employment, invention and innovation.
We also encourage schools and assist them to introduce and incoorporate STEM solutions curriculum within their programs by having discussions and training the teachers to equip them with skills that will enable them impart this curriculum content to students with ease. We offer support throught the year including the time when schools are closed to ensure that every school is well underway to provide quality knowledge to students.
We also design and develop curriculum content for all the disciplines of education and this frees teachers time and enables them to do the imparting and dispersion of knowledge.
We strive to inspire educators to sensitise the value of STEM knowledge not only to students but also to parents who are key stakeholders to this program. As research has proved in many cases STEM education is effective and efficient when nurtured at home where students and parents can identify activities within their environment that will enable and equip students/parents with knowledge and skills to solve real-life problems by gathering data, synthesizing, analysing and creating solution solutions out of it.
The training focused on interdisciplinary approach, education for sustainability, creativity, makerspace and introduction to robotics science.
Teachers are encouraged to create a culture that inspires learners to excel and pursue careers related to science, technology, mathematics and engineering and enhance their creativity and innovativeness.
Our mission is to see teachers who have the science of transfering knowledge to students. By introducing project-bases experiental programs we will reduce the tendency or teachers moving forward ahead with fast learners and ignoring the rest of the students in class.
Regular student exposure to STEM Professionals. We consider this to be a key activity of the STEM education programme as we partner with companies, and professionals to provide mentorship sessions for students. We expose students to all types of professions and not only STEM related ones as is evident that such professionals require services and products concieved of STEM careers and education.
Student exposure to Learning Environments. The program also exposes students to learning environments for the various STEM courses available in universities. It is an opportunity for students to interact with several laboratory equipments, tools and resources and get a lasting experience that will assist them when making decision on what courses to parsue in their future. This provides an opportunity for students to interact with university students and professors from the different course fields.
Student exposure to Manufacturing and Production Industries. This programs also link STEM education to their relevant careers and assist in showing how they are related to the day-to-day life of individuals. We partner with manufacturing and production industries to provide site visits to enable kids see real-time application of the various STEM knowledge. We also provide virtual site visits and expose students to industrial works through technologies such as virtual reality, telepresence and video conferencing.