STEM vocabulary:
** Click on each term for a visual representation!
** Click on each term for a visual representation!
STEM - an educational program developed to prepare primary and secondary students for college and graduate study in the fields of science, technology, engineering, and mathematics (STEM).
Science - the intellectual and practical activity encompassing the systematic study of the structure and behavior of the physical and natural world through observation and experiment.
Technology - is the collection of techniques, skills, methods and processes used in the production of goods or services or in the accomplishment of objectives, such as scientific investigation.
Engineering - the branch of science and technology concerned with the design, building, and use of engines, machines, and structures.
Art - the expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture, producing works to be appreciated primarily for their beauty or emotional power.
Mathematics - the science of numbers and their operations, interrelations, combinations, generalizations, and abstractions and of space configurations and their structure, measurement, transformations, and generalizations.
Fixed Mindset - students believe their basic abilities, their intelligence, their talents, are just fixed traits. They have a certain amount and that's that, and then their goal becomes to look smart all the time and never look dumb.
Growth Mindset - the belief that a person can learn more or become smarter if they work hard and persevere—may learn more, learn it more quickly, and view challenges and failures as opportunities to improve their learning and skills.
Systems Thinking - a management discipline that concerns an understanding of a system by examining the linkages and interactions between the components that comprise the entirety of that defined system.
Creativity - the ability to transcend traditional ideas, rules, patterns, relationships, or the like, and to create meaningful new ideas, forms, methods, and interpretations.
Hands-on - involving or offering active participation rather than theory.
Collaboration - to work jointly with others or together especially in an intellectual endeavor.
Student Engagement - the degree of attention, curiosity, interest, optimism, and passion that students show when they are learning or being taught, which extends to the level of motivation they have to learn and progress in their education.
Communication - the act or process of using words, sounds, signs, or behaviors to express or exchange information or to express your ideas, thoughts, feelings, etc., to someone else.
Real World - the realm of practical or actual experience, as opposed to the abstract, theoretical, or idealized sphere of the classroom or laboratory,
Critical Thinking - the intellectually disciplined process of actively and skillfully conceptualizing, applying, analyzing, synthesizing, and/or evaluating information gathered from, or generated by, observation, experience, reflection, reasoning, or communication, as a guide to belief and action.
Project Based Learning - is a teaching method in which students gain knowledge and skills by working for an extended period of time to investigate and respond to an authentic, engaging and complex question, problem, or challenge.
Inquiry Based Learning - starts by posing questions, problems or scenarios—rather than simply presenting established facts or portraying a smooth path to knowledge. The process is often assisted by a facilitator.
Design - a plan or drawing produced to show the look and function or workings of a building, garment, or other object before it is built or made.
Constraint - a limitation or restriction.
Science - the intellectual and practical activity encompassing the systematic study of the structure and behavior of the physical and natural world through observation and experiment.
Technology - is the collection of techniques, skills, methods and processes used in the production of goods or services or in the accomplishment of objectives, such as scientific investigation.
Engineering - the branch of science and technology concerned with the design, building, and use of engines, machines, and structures.
Art - the expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture, producing works to be appreciated primarily for their beauty or emotional power.
Mathematics - the science of numbers and their operations, interrelations, combinations, generalizations, and abstractions and of space configurations and their structure, measurement, transformations, and generalizations.
Fixed Mindset - students believe their basic abilities, their intelligence, their talents, are just fixed traits. They have a certain amount and that's that, and then their goal becomes to look smart all the time and never look dumb.
Growth Mindset - the belief that a person can learn more or become smarter if they work hard and persevere—may learn more, learn it more quickly, and view challenges and failures as opportunities to improve their learning and skills.
Systems Thinking - a management discipline that concerns an understanding of a system by examining the linkages and interactions between the components that comprise the entirety of that defined system.
Creativity - the ability to transcend traditional ideas, rules, patterns, relationships, or the like, and to create meaningful new ideas, forms, methods, and interpretations.
Hands-on - involving or offering active participation rather than theory.
Collaboration - to work jointly with others or together especially in an intellectual endeavor.
Student Engagement - the degree of attention, curiosity, interest, optimism, and passion that students show when they are learning or being taught, which extends to the level of motivation they have to learn and progress in their education.
Communication - the act or process of using words, sounds, signs, or behaviors to express or exchange information or to express your ideas, thoughts, feelings, etc., to someone else.
Real World - the realm of practical or actual experience, as opposed to the abstract, theoretical, or idealized sphere of the classroom or laboratory,
Critical Thinking - the intellectually disciplined process of actively and skillfully conceptualizing, applying, analyzing, synthesizing, and/or evaluating information gathered from, or generated by, observation, experience, reflection, reasoning, or communication, as a guide to belief and action.
Project Based Learning - is a teaching method in which students gain knowledge and skills by working for an extended period of time to investigate and respond to an authentic, engaging and complex question, problem, or challenge.
Inquiry Based Learning - starts by posing questions, problems or scenarios—rather than simply presenting established facts or portraying a smooth path to knowledge. The process is often assisted by a facilitator.
Design - a plan or drawing produced to show the look and function or workings of a building, garment, or other object before it is built or made.
Constraint - a limitation or restriction.
STEM vocabulary links