The Case for Creativity in STEAM

Contributor: Sylvia Martinez

Creativity is not just being artistic or having new ideas. As many schools are working to incorporate STEM and STEAM into the classroom, design and creativity are the key to real and relevant experiences in the classroom.

Adding more and different technology to the classroom toolkit invites students of different abilities and interests to experience …Read more here.

Article features FETC Speaker:

Sylvia Martinez is co-author of Invent to Learn: Making, Tinkering, and Engineering the Classroom helping teachers bring the exciting tools and technology of the modern world to classrooms. She advocates for student-centered project-based learning with an emphasis on STEAM for all.

Sylvia is principal advisor to the Stanford University FabLearn Fellows, a group of global educators researching and developing hands-on, minds-on projects and curriculum. She also ran educational non-profits and headed product development for consumer software, video games, and educational games at several software publishing companies.

Martinez started her career designing high frequency receiver systems and software for GPS navigational satellites. She holds a masters in educational technology and a bachelor’s in electrical engineering.

FETC Presentations:

C042 | Disruptive Lenses for School Leaders: Making, Agile Development, Design Thinking

$W241 | Making in the Classroom: Prompts and Assessment for Maker PBL Lessons

C023 | The STEAM-Powered Classroom: Making, Design, and Creativity

C355 | STEAM to the Future: The 4th Industrial Revolution is Coming