In this book, award-winning art educator Debrah C. Sickler-Voigt offers user-friendly, approachable strategies for STEAM planning, instruction, and assessment to help cultivate PK-12 students’ full potential, and draws from wide-ranging artists and designers to help you develop inspired, creative approaches to teaching STEAM in your classroom.

Beginning with the basics and best practices of STEAM planning, instruction, and assessment, Sickler-Voigt then encourages readers to move full steam ahead with chapters based around diverse contemporary and historical artists and designers. In helping you to explore the interdisciplinary connections between Science, Technology, Engineering, Arts, and Mathematics, Sickler-Voigt identifies strategies to build off from STEM subjects to form authentic, well-designed, and age-appropriate learning tasks that encourage your students to make deep connections and learn subject matter in context through art media and technologies.

Each chapter includes flexible, choice-based classroom resources—with tips for adapting to different grade levels—and STEAM amplifiers, which fuse contextual learning on artists and designers with real-world STEAM topics to spark student learning and ignite creative approaches to planning, instruction, and assessment.

Featuring 150 visually stunning, full-color images, this book fuses tried-and-true best practices with highly applicable instructional models inspired by artists and STEAM professionals, ideal for PK-12 teachers and STEAM specialists.

part I|32 pages

STEAM Teaching and Learning

chapter 2Chapter 1|10 pages

STEAM Teaching and Learning through the Arts and Design

chapter Chapter 2|10 pages

Bright Ideas for STEAM Planning

chapter Chapter 3|10 pages

Instruction and Assessments that Shine

part II|24 pages

Artists' Lessons to Thrive! Idea Development

chapter 34Chapter 4|7 pages

Nam June Paik

Mapping the Electronic Superhighway

chapter Chapter 5|7 pages

Alma Thomas

Beyond a Shadow of a Doubt

chapter Chapter 6|8 pages

Deborah Butterfield

Horse Power Leading the Way

part III|26 pages

57Artists' Lessons to Thrive! Observation

chapter 58Chapter 7|8 pages

Katsushika Hokusai

Capturing a Great Wave

chapter Chapter 8|8 pages

Claude Monet

Cultivating Artistic Vision

chapter Chapter 9|8 pages

Desert View

Designing an Inter-Tribal Cultural Heritage Site

part IV|32 pages

Artists' Lessons to Thrive! Imagination and Wonderment

chapter 84Chapter 10|8 pages

Camille Utterback

Interactive Designs that Move Us

chapter Chapter 11|7 pages

George Lucas

A Lasting Force

chapter Chapter 12|7 pages

Jenova Chen and Kellee Santiago

The Art of Video Games

chapter Chapter 13|8 pages

Janet Echelman

Illuminating the Built Environment

part V|26 pages

Artists' Lessons to Thrive! Persistence

chapter 116Chapter 14|8 pages

Litha Soyizwapi

Designing a Train of Thought

chapter Chapter 15|7 pages

Jim Henson

Big Leaps and So Much Laughter

chapter Chapter 16|9 pages

Sally Blakemore

Engineering 360° Pop-Up Books

part VI|30 pages

Artists' Lessons to Thrive! Making Creative Connections

chapter 142Chapter 17|10 pages

Sites of Engagement

chapter Chapter 18|9 pages

Art, Design, and Compiled Data

chapter Chapter 19|9 pages

Let's Go Places!

part VII|13 pages

Moving Full STEAM Ahead

chapter 172Chapter 20|11 pages

Meet the Educators

Great STEAM Teaching and Learning in Practice!