- Designed For
- Staff and volunteers at museums, zoos, aquariums, science centers, cultural and natural history museums, nature centers and nonprofits focusing on public education, as well as other professionals conducting science-based outreach at universities, community colleges and other learning centers.
- January 8 - February 25, 2018
- Online | Instructor-led
- $390 (+ $60 registration fee)
- 6 weeks
- Plan for 5 hours of work per week
Construct a framework for understanding the strengths and weaknesses of free-choice learning designs in STEAM education while meeting curricular goals and synthesizing best practices.
As part of our Informal Learning in Museums program, this online short course focuses on the analysis of STEAM - Science, Technology, Engineering, Arts and Math - curriculum to incorporate science, mathematics, and technology disciplines into the design of free-choice learning experiences. Design STEAM curriculum to prepare learners of all ages and backgrounds with the critical thinking skills, content knowledge, and literacy for positive and productive participation in the 21st century.
Erin is a museum professional with over 10 years of experience working on the design and development of art and history museum exhibits. Erin expanded that experience to include museum education theory and practice as she earned a masters degree in museum studies, specifically following a learning track of visitor experience and education. Her coursework and research focused on interpreting and exhibiting art collections, art education in museums, and administrative topics such as museum planning and the economics of arts and culture. While attending Buffalo State, SUNY, located in Buffalo, New York, Erin was introduced to the study of creativity and the impact that creative problem solving methods could have on critical museum issues by completing coursework at the International Center for Studies in Creativity (ICSC) also located at Buffalo State. Erin's academic and professional work in the field culminated into a research project entitled Second Nature: An exploration in planning and design concepts for a place- and community-based museum process.