by Howard Chan, Co-Founder of Cori
STEAM, which stands for Science, Technology, Engineering, Arts, and Mathematics, is not simply a list of subjects that are to be taught or kit recipes to follow, but more of an educational approach to teaching and mindset for learning/applying. Although there are several models of implementing a STEAM program, the most commonly applied model is the Engineering Design Process (EDP). Although the EDP is typically used in the professional field, we have formatted the process in the context of K12 education and is now a critical part of NGSS.

The Engineering Design Process is a five step cycle where teachers create an inquiry-based learning environment that stimulates students to learn through questioning and doing. The five steps are the following: Ask, Imagine, Plan, Create and Improve. Within each of those steps, and transitions, there are teaching and learning strategies that help facilitate the process. Below describes the cycle in the context of K12 STEAM education.

Although the first step in the cycle is to ask the right questions before beginning any process, teachers often skip to step 3, the Plan. In K12 education, it is not uncommon to teach with the “plan” as the focus, and inadvertently bypass two important steps of what are we trying to do/learn. Instead we need to give students opportunities to research and imagine the topic/problem in question. When one skips steps 1 and 2, what often occurs is that teachers give away what we call the “formula” or “step-by-step” plans of solving problems. While following the steps are important skills, it is only one part of the process of learning. Students who are simply given the formula in the book are fixated on how to systematically solve an equation and not taught how to truly problem solve. Instead of developing critical thinking skills, the unfortunate outcome is that students are taught to memorize steps and practice rote techniques.

The first step in a solid STEAM program is to build a curriculum established on asking the right questions. Fundamentally, we are trying to provide insight on common questions found in STEAM studies, such as “why am I learning math?” It is important to build curriculum that puts Algebra or other mathematical concepts in context of real-world applications. In helping guide those questions, a well-thought out socratic seminar or collaborative brainstorm will put the context around Step 3 (Plan) and give opportunities for divergent thoughts around the same topic.

It is in Step 2 (Imagine), that teachers give students opportunities to ask questions that will guide them to formulate the problem that needs to be solved. In this context, students are discovering the learning, and not given the answer. Strategically, a teacher will guide the questions and divergent thoughts into converging ideas, ultimately leading to Step 3, the Plan. The work and effort to get to Step 3 gives students the foundations and context of the formula, rather than searching for the formula in the textbook.

The first 3 steps of the Engineering Design Process remain in the theoretical framework of learning. In order to provide experiential opportunities, a well-rounded STEAM program will need to integrate the application layers of the model, which are Steps 4 (Create), and Steps 5 (Improve). Once students have established theoretical proficiency of content, teachers can elevate the learning experience by introducing project-based activities around the content. It is in Step 4 that students experience STEAM in its fullest by providing opportunities to transform the theory into practical hands-on experiences. In this level, students are building, designing, creating, and experimenting with the content in ways textbooks could never provide. It is important to develop a strong project-based curriculum that strategically brings together the theoretical frameworks into practical design applications.

The last step of the Engineering Design Process is giving students opportunities to improve upon their creation. In a test taking culture, we often create an environment of a pass-fail mentality. Step five is the opposite of that mentality, where failure is looked upon as an opportunity to improve the design. The ideal EDP fosters a culture of trial-and-error and that improvement is a sign of self-direction and evaluation, and ultimately a growth mindset. When students are in the improvement level, rubrics, feedback and portfolio-based assessments help guide the evaluation process. If designed correctly, students would be documenting the process right from the beginning in a portfolio that can be referenced, improved, and edited along the way.

The culmination of the Engineering Design Process can lead to three desired outcomes for any given topic. The first outcome is referencing back to the original question that the project asked and determining if it was appropriately addressed. The second outcome is determining that the original question was just the beginning, and that one has to ask a higher level of questions to get to the desired outcome; therefore going through the EDP again. The last outcome is what engineers call innovation, the creation of something new that addresses a problem. In K12 education, an important last step of the EDP process is providing students a platform called Mountain Top to share all their hard work, no matter the outcome. The Mountain Top can present itself in many forms, such as digital portfolios, competitions, debates, showcases, science fairs, videos, and more. It is through Mountain Top experiences where inspirations lead to new innovations. 

Big Ideas Around the Engineering Design Process

Step 1: Ask to Step 2: Imagine

  • Building Interest
  • Asking the right questions
  • Socratic seminars
  • Divergent thinking
  • Challenge-based learning
  • Putting topics and content in context

Step 2: Imagine to Step 3: Plan

  • Ideating
  • Discovery learning
  • Convergent thinking
  • Formulate of the problem
  • Design multiple paths to the answer

Step 3: Plan to Step 4: Create

  • Theory into Application
  • Implementation 
  • 21st century skills practice
  • Project-based learning

Step 4: Create to Step 5: Improve

  • Iterating
  • Evaluation and analysis
  • Self-reflection
  • Trial-and-error learning
  • Portfolio-based assessment

Step 5: Improve and Beyond

  • Inspiration
  • Reaching the mountain top (sharing successes)
  • Innovation
  • Reaching a higher level of Step 1: Ask (asking a better question)