For as long as STEAM has been emphasized nationwide, one of the questions that schools have faced is how to best infuse these disciplines into their curriculum. One way in which some schools have sought to answer this question has been through the use of makerspaces. These spaces allow students to become familiar with the STEAM disciplines and "to apply scientific principles and meet curricular science through the design, creation, and building of products." (Julian & Parrott, 2017, p. 1) Makerspaces can include a number of hands-on tools and devices, from construction toys to 3D printers. A successful makerspace should be inspiring and inviting for students, regardless of the age. One way to accomplish this is to ensure the room is open and full of light. The room should also remain spacious, with furniture that can be easily rearranged, and flexible seating with easy access to electrical outlets. Finally, adequate storage and space to display student work is crucial, pa
Modern education practically necessitates implementation of technology because that is the direction the rest of the world is headed. Students today are already exposed to and aware of technological trends, so “the main goal is not to provide students with information but to teach them how to work with it.” (Yavich & Gerkerova, 2019, p. 1) This can prove to be difficult, as teachers sometimes struggle to ensure technology is being integrated with instructional strategies. Despite the struggle there are considerable benefits to using technology in the classroom, notably the ability for teachers to provide more immediate feedback to students. Cutumisu et al. (2017) noted that students who received timely and specific feedback “significantly outperformed students who received feedback within 24 hours.” (p. 3) While this obviously helps them, the increased retention of knowledge and higher levels of achievement also allows teachers to streamline the learning process and not get as bogg