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  2. Innovative Technology Experiences for Students - Wikipedia

    en.wikipedia.org/wiki/Innovative_Technology...

    ITEST engages students and teachers in authentic, hands-on learning experiences in science, technology, engineering, and mathematics (commonly referred to as 'STEM' or 'SET' [more common in the U.K.]). As of early 2012, the program is in its ninth year. Over 195 individual projects across 43 states have been funded. It has impacted:

  3. Gideon Olanrewaju - Wikipedia

    en.wikipedia.org/wiki/Gideon_Olanrewaju

    Gideon Oluwaseun Olanrewaju (born 10 July 1993) is a Nigerian educational technology entrepreneur, and digital development resercher who started AREAi, a EdTech non-profit organisation that designs and provides digital and offline learning tools for engaging learning experiences to improve learning outcomes for children, youth and women that are not in education, employment or training, and ...

  4. STEAM education - Wikipedia

    en.wikipedia.org/wiki/STEAM_Education

    The Journal of STEAM Education (J-STEAM) is a free and open-access journal that is peer-reviewed by an international team of reviewers. It is an online publication and is published by the STEAM Education Research Association. The journal publishes articles from a range of topics in educational research and related disciplines. As the J-STEAM ...

  5. Project-based learning - Wikipedia

    en.wikipedia.org/wiki/Project-based_learning

    Place-based education "immerses students in local heritage, cultures, landscapes, opportunities and experiences; uses these as a foundation for the study of language arts, mathematics, social studies, science and other subjects across the curriculum, and emphasizes learning through participation in service projects for the local school and/or ...

  6. Maker education - Wikipedia

    en.wikipedia.org/wiki/Maker_Education

    Maker education is an offshoot of the maker movement, which Time magazine described as "the umbrella term for independent innovators, designers and tinkerers. A convergence of computer hackers and traditional artisans, the niche is established enough to have its own magazine, Make, as well as hands-on Maker Faires that are catnip for DIYers who used to toil in solitude". [3]

  7. Creative education - Wikipedia

    en.wikipedia.org/wiki/Creative_education

    Creative education is when students are able to use imagination and critical thinking to create new and meaningful forms of ideas where they can take risks, be independent and flexible. [1] Instead of being taught to reiterate what was learned, students learn to develop their ability to find various solutions to a problem.