IMPACT: Annual Report IMPACT: Annual Report 2014–2015 | Page 17

Last year, the first phase of the Science, Technology, Engineering and Math (STEM) programme implementation directed funds at developing and deepening teacher and student understanding of related subjects, skills and tools. We also planned the expansion of the programme into phase 2, which includes integration of the arts, thus creating STEAM. STEAM takes STEM to the next level; it allows students to connect their learning in these critical areas to design principles and technologies, thus providing them with a whole palette of creative-thinking and problem- solving strategies. STEAM enhances a broad base of subjects by infusing them with wonder, critique, inquiry and innovation. It expands the tools and resources that students have at their disposal to solve real-world problems. Dorenda Davis, Instructional Technology Specialist, commented on the programme: “The end result will be students who take thoughtful risks, engage in experiential learning, persist in problem solving, embrace collaboration and work through the creative process. STEAM is an approach to teaching and learning that will truly enhance our programme of inquiry.” Together, the integration of STEAM and the IB will empower our future generations with the tools and knowledge they will need to seize the opportunities and solve the global problems of tomorrow. 3D Printing Little Tech Dragons Adobe Suite Circuit boards Robotics Gerace Research Station Drones Cay TV Minecraft Biology Lego Builders Club EdCamp Girls in ITC Symposium Data Probes GGYA Graphic Design Mathematical Modelling Photoshop Chemistry Multimeters InDesign Discovery Club Web Design Coding Marine Science App Development Ethical Hacking Diving Dragons Engineering ISTE Conference Electronics NET.3 Island School Game Development Recycled Art Physics C++ Programming Build a Bridge CAD 17