5 STEAM myths debunked

Sarah Hillyard
A teacher sat with students reading
Reading time: 4 minutes

STEAM (Science, Technology, Engineering, Art and Maths) sounds like an overwhelming combination of subjects to teach – and only suitable for expert educators. But the reality is doing STEAM is simpler than you think. Here are 5 common STEAM myths and the truth behind them. We also outline a number of simple activities you try with your students.

1. STEAM requires a lot of time

STEAM projects encourage curiosity, creativity and collaboration in the classroom – but they have a reputation for being preparation-heavy and for requiring a lot of teaching time and energy.

But to get the full benefit of STEAM, there’s no need to plan out a full-blown project that lasts a whole month. In fact, you might integrate just one STEAM lesson into your syllabus. Or a lesson could contain a one-off 10-minute STEAM challenge.

Here are some easy, low-preparation challenges your classes can take part in:

10-minute STEAM challenges:

  • Winter unit: How tall can you build a snowman using paper cups?
  • Shapes theme: Using five toothpicks make a pentagon, two triangles, a letter of the alphabet.
  • Bug project: Can you create a symmetrical butterfly?

2. You need fancy materials to do STEAM

The biggest misconception is around technology. When you think of STEAM, you might imagine you need apps, computers, tablets and robots to teach it successfully. It’s true that you will certainly find STEAM challenges out there that involve extensive supply lists, expensive equipment, knowledge of programming and robotics.

However, in reality, you probably have everything you need already. Technology doesn’t have to be expensive or complicated. It can refer to simple, non-electronic tools and machines, too. Think funnels, measuring cups and screwdrivers, for example. You can use low-cost regular classroom or household items and recyclable materials that learners' families can donate. Toilet paper rolls and cardboard boxes are very popular items in STEAM.

Here is a low-tech activity you can try:

Combine engineering, art and math using cardboard and a pair of scissors

This challenge involves creating 3D self-portrait sculptures in the using only cardboard. First, teach about parts of the face by observing and analyzing some Cubist portraits (eg, explore Georges Braque and Pablo Picasso). Then have learners cut out cardboard shapes and make slits in them to attach together. They create their self-portrait sculptures by fitting the pieces together using the slits so that the final product will stand by itself. Display the self-portraits and talk about them.

3. STEAM is targeted to older learners

Young children are naturally curious about the world around them, and STEAM experiences begin very early in life. They explore with their senses and test their hypotheses about the world, just like scientists do. Much of their play is based on engineering skills, such as building houses with LEGO® bricks. They learn to manipulate tools while they develop their fine motor skills and their awareness of non-electronic technology. They use dramatic play and enjoy getting their hands full of paint while engaged in art. They learn about maths concepts very early on, such as size (big and small toys), quantities of things, and even babies start using the word “more” if they’re still hungry.

Check out this simple STEAM experiment to learn about plants and their needs.

How do plants eat and drink?

Have students put water and food dye in a pot. Put a white flower in the water. Ask students to guess what will happen.

After a few days, students should check their flowers and observe how it has changed color. They must then record their results. Extend the experiment by asking if they can make their flowers two colors.

Example from English Code Student's Book

4. You have to be an expert to teach STEAM

Educators widely believed that teaching STEAM requires having expertise in all these disciplines. In reality, while some basic knowledge about the concepts and processes behind the challenges is ideal, it is up to you to decide what you feel comfortable teaching.

What’s really important is that the learners master the skills behind STEAM, that is collaboration, critical thinking, creativity and inquiry. Rather than being an expert, the teacher needs to facilitate learning and discovery.

Here’s a simple activity to demonstrate this:

Building a ramp

In this activity, your students will build ramps to test how toys roll/slide down them. This activity covers the following disciplines:

  • Physics: the science involved in creating a stable structure and moving objects
  • Technology: using a simple machine that allows objects to move
  • Engineering and design: planning and building structures to achieve a result
  • Mathematics: reasoning about distance and numbers

Find out more about this ramp challenge in our next STEAM blog (coming soon).

5. You either teach STEAM or teach your curriculum

Some teachers think that you have to stop teaching your regular lessons to do STEAM. However, this is not the case. It’s key to think of ways to connect the challenges with themes and units of work that you plan to teach and integrate them. STEAM can coexist with literacy programs, mindfulness programs or anything else you are teaching.

Here’s an example:

Shadow projector project

If you’re teaching a unit on Space and Planets, make a shadow projector.

Have learners cover one end of a cardboard tube with some thick transparent tape. They should then draw a star, planet, sun or moon on the tape with a permanent marker. Next, have them shine a flashlight through the tubes in your darkened classroom and describe the night sky. They can explore how to make the sky items bigger or smaller by moving the source of light.

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    I can hear parents, ELT learners and teachers all over the world thinking to themselves: We know it helps if English students learn to read for pleasure at home, but how are we supposed to find the time? Who is buying these materials? What if a parent doesn’t speak English themselves?

    That’s the beauty of reading at home, also called extensive reading: it’s completely autonomous and parents can be as involved as much or little as they like. There’s more good news as it’s never been cheaper to assemble a selection of extensive readers for your children or students, meaning that cost is no longer so much of a barrier to reading at home.

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    Philip Prowse’s excellent article, “What is the secret of extensive reading?”[2]agrees with Krashen’s conclusion.

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    So, we know it works. As with so many education-related things, the question is how to implement them. Christine Nuttall talks about the virtuous circle of reading – once a learner begins to enjoy reading, they are more likely to read more and benefit more from it, so they learn to read more, and so on.

    The reverse is also true. The questions then follow: how do we motivate our Instakids to read at home in English, if they won’t read in their first language? How do we carve out time between travel, work, school and homework? Here are three ways you can form the habit of reading at home:

    1. Learners need access to extensive reading material at home to use it

    Krashen establishes this common-sense fact based on five studies from 1983 to 2003.[2]It can be a reading app, an online library subscription or a pile of readers in the corner – whatever it is, it has to be the right level for the student and it has to be a topic they’re interested in, or they’ll never learn to read for pleasure.

    Negative reading habits can happen simply because there isn’t much available to the learner: Worthy and McCool studied 11 sixth-graders in 1998 who "hated to read", and found a direct correlation between those students and the lack of reading material at home.[3] Thankfully, we now have more options than we used to:

    For extensive reading online, the Extensive Reading Foundation offers good-quality, free materials, in audio and print, at its .These text resources and audiobooks tend to be quite basic and the stories are largely classics. You can choose by level and genre, and there is also a publisher directory.

    • You can purchase full ɫèAV English Readers and other publishers’ Kindle editions on the Kindle store, iBookstore and Google Play, and read them on an e-reader, phone or tablet using the Kindle app. These are finely-graded, contemporary, relevant e-books with titles like , , , , , , and .
    • An e-book library subscription can be a cost-effective way to get access to a lot of e-books online through your browser. is a Japanese-run online library which offers hundreds of full-text graded readers, from reputable publishers, and charges about $19 per year.
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    I listen to podcasts on my commute by train and, to this day, I know my times tables thanks to a tape my mother used to play in the car on the way to primary school.

    • Download a podcast or audiobook. Ideally, an English learner would both read and listen, but one or the other is better than nothing. Audible.com has plenty of English extensive readers in audiobook format, and a year’s membership is $10 per month, or you can buy individual audiobooks. There are classic extensive reading podcasts available on iTunes for $4.99 each.
    • Never underestimate your public library.is an online service that finds your local library for you, wherever you are in the world. You can also search by title and see which libraries carry that particular book. Just think: you could create an instant, extensive reading library at your home for free that changes every month.

    3. Consider the power of rewards

    You can reward your child or reward yourself for building a reading habit. Remember, we are talking about starting a virtuous circle: persuading a learner to begin a new habit of reading in English for pleasure. Reward mechanisms can be very effective.

    This idea should be explored on a case-by-case basis – it depends on what you or your child responds to best. In my opinion, starting a reading habit is well worth a glass of wine, a chocolate treat, or an extra half-hour playing video games.

    References

    [1]Krashen, Stephen D. (2004),p57

    [2] Prowse, Philip: “”

    [3] Worthy, J. and McKool, S. (1996): “” in Ibid, p61