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Selected Speak Up 2017 findings
from K-12 students, teachers,
administrators and parents
STEAM Research from the Front Lines
Dr. Julie A. Evans
CEO, Project Tomorrow
June 28, 2018
Today’s Discussion
 About Project Tomorrow and Speak Up Project
 “Big Picture” STEAM learning trends
 Drivers for STEAM education
 Digital learning trends in STEAM classrooms
 Students’ career interests in STEAM fields
 Other resources: invitation to participate in Speak Up 2018
 Your questions, comments, ideas
Tweet with us!
@JulieEvans_PT @SpeakUpEd
About Project Tomorrow (www.tomorrow.org)
 Nonprofit education organization supporting K-12 education since 1996
 Mission is to ensure all of today’s students are well prepared for the future
 Programs and research focus on role of digital tools within the education
ecosystem – believe in power of STEAM to support student preparation for
college and career success
o Speak Up Research Project on Digital Learning: collecting & reporting
on the authentic feedback of K-12 stakeholders to inform federal,
state & local programs and policies
About the Speak Up Project (www.tomorrow.org/speakup)
 Annual research project since 2003
 Uses online surveys + focus groups
 Facilitated 100% through schools and districts
 We design online surveys to collect feedback from
your K-12 Students, Teachers, Parents,
Administrators, and Community Members
 All K-12 schools – public, private, parochial, charter,
virtual - are eligible to participate
 Project Tomorrow manages all data collection and
reporting for you - 100% free service
 Schools get summary report with all locally collected
data + state and national data for benchmarks
We share national data with federal, state and local policymakers to inform programs and
funding
About the Speak Up Project (www.tomorrow.org/speakup)
Survey question topics include:
Use of technology to support learning
School climate for innovation
College and career ready skill development/interest
Leadership challenges
Teachers’ needs for professional learning
How do different stakeholders value digital learning
Emerging trends w/digital tools, content and resources
New classroom models: mobile, blended, flipped
School to home communications
Designing the ultimate school
 Activities
 Attitudes
 Aspirations
Since 2003, 5.4 million K-12 stakeholders have
submitted a Speak Up survey
Key trends in STEAM learning research …
• Greater emphasis on students’ global skill preparation
• New expectations from parents for skill development & digital learning
• Value of personalized learning on the rise with new learning models
• Students as content creators, not just consumers
• Social justice issue of Internet connectivity at school and at home
• Learning as a 24/7 enterprise for students
• Getting beyond assumptions & myths on career exploration
Let’s play a game!
Let’s play a game!
STUDENTS’
DIGITAL
LIVES
o I have my own tablet at home (54%) but use a Chromebook at school (53%)
o #1 complaint about school technology? I want to use my own mobile device!
o 4 of 10 use a mobile device to read online books
o I’m interested in a job in a STEAM field (45%)
o 51% would like to learn how to code
o Believes that playing digital math games would improve math skills (43%)
o I collaborate more with classmates because of technology (44%)
STUDENTS’ DIGITAL LIVES
STUDENTS’ DIGITAL LIVES
Who is this?
3rd
grade girl
6th
grade boy
9th
grade girl
12th
grade boy
STUDENTS’ DIGITAL LIVES
Who is this?
3rd
grade girl
o I have my own tablet at home (54%) but use a Chromebook at school (53%)
o #1 complaint about school technology? I want to use my own mobile device!
o 4 of 10 use a mobile device to read online books
o I’m interested in a job in a STEM field (45%)
o 51% would like to learn how to code
o Believes that playing digital math games would improve math skills (43%)
o I collaborate more with classmates because of technology (44%)
STUDENTS’ DIGITAL LIVES
“Without data, you are
just another person with
an opinion …”
Introducing the Speak Up Project to inform new
discussions and better decision-making around
digital learning plans
@Project Tomorrow 2017
@Project Tomorrow 2017
National participation in Speak Up 2017: 406,779
Survey Audience # of Surveys
Submitted
K-12 Students 340,927
Teachers & Librarians 34,833
Parents 23,159
Administrators 3,249
Community Members 4,611
About schools and districts: 3,641 districts, 10,619 schools
29% urban, 34% rural, 37% suburban, 68% title 1 eligible
Today’s Discussion
 About Project Tomorrow and Speak Up Project
 “Big Picture” STEAM learning trends
 Drivers for STEAM education
 Digital learning trends in STEAM classrooms
 Students’ career interests in STEAM fields
 Other resources: invitation to participate in Speak Up 2018
 Your questions, comments, ideas
@Project Tomorrow 2017
Speak Up 2017 Research Findings
What challenges or demands
are “waking up” our nation’s
superintendents in the
middle of the night?
@Project Tomorrow 2017
What challenges or demands are “waking up” our nation’s
superintendents in the middle of the night?
Wake Up Issues Urban
districts
Suburban
districts
Rural
districts
Closing achievement gap 59% 51% 51%
Staff morale/motivation 55% 44% 39%
Adequate funding 46% 58% 58%
Educational equity 42% 40% 18%
Teacher quality – recruitment and retention 42% 36% 40%
College/career readiness of students 42% 34% 33%
Serving diverse student populations 35% 38% 19%
Test scores 29% 37% 33%
Technology use 28% 28% 30%
@Project Tomorrow 2017
What has greatest potential to enhance student achievement in your district?
1. Enhancing teacher effectiveness
2. Integrating college and career ready skills
within curriculum
3. Increasing STEM career exploration
activities for students
4. Leveraging digital tools, products and
solutions more effectively
@Project Tomorrow 2017
What has greatest potential to enhance student achievement in your district?
1. Enhancing teacher effectiveness
2. Integrating college and career ready skills
within curriculum
3. Increasing STEM career exploration
activities for students
4. Leveraging digital tools, products and
solutions more effectively
#1 tech challenge:
Motivating
teachers to change
their practices to
use technology in
the classroom
@Project Tomorrow 2017
What has greatest potential to enhance student achievement in your district?
Parents’ #1 concern
about tech @ school:
Tech use varies too
much from teacher to
teacher
1. Enhancing teacher effectiveness
2. Integrating college and career ready skills
within curriculum
3. Increasing STEM career exploration
activities for students
4. Leveraging digital tools, products and
solutions more effectively
@Project Tomorrow 2017
Skills students need to develop to be prepared for college/career success
Workplace skills Parents District
Administrators
Critical thinking and problem solving 87% 92%
Teamwork 77% 88%
Working with diverse groups of people 76% 91%
Creativity 74% 74%
Use of technology tools 73% 74%
Work independently 71% 76%
Leadership 68% 64%
Communications 63% 63%
@Project Tomorrow 2017
What are the best ways for students to develop these skills?
Parents and administrators value the same experiences:
 Work experience – job, internship, volunteering
 Using technology regularly within school
 Project-based learning experiences
 Learning coding or computer programming
 Taking advanced science and math courses
 Taking career technical education courses
 Doing real research or scientific experiments
 Pursuing artistic or performance interests
@Project Tomorrow 2017
What are the key drivers for STEAM education today?
 Administrators’ desire to close the achievement gap and
level the education playing field
 Parents’ concerns about their child developing the right skills
 Need to integrate the development of college and career
ready skills into everyday curriculum
 Means to increase the effectiveness of the use of technology
within the learning experience
Today’s Discussion
 About Project Tomorrow and Speak Up Project
 “Big Picture” STEAM learning trends
 Drivers for STEAM education
 Digital learning trends in STEAM classrooms
 Students’ career interests in STEAM fields
 Other resources: invitation to participate in Speak Up 2017
 Your questions, comments, ideas
@Project Tomorrow 2017
Let’s learn about digital learning trends from STEAM teachers
Teacher subject assignment # of teachers in the 2017
Speak Up data set
All classroom teachers 33,059
Math teachers 3,478
Science teachers 2,437
Arts teachers 1,461
@Project Tomorrow 2017
What digital content are STEAM teachers using in their classrooms?
@Project Tomorrow 2017
How does the use of technology impact STEAM teacher effectiveness?
As a result of how I have integrated technology within my practice, I am now ….
Better able to differentiate instruction 64%
Creating more interactive lessons 56%
Better organized 53%
Giving my students more personalized attention 47%
Facilitating more student self-directed learning 41%
@Project Tomorrow 2017
How does the use of technology impact student outcomes?
STEAM teachers say: my students are ….
Outcomes Math
teachers
Science
teachers
Arts
teachers
Gaining a better understanding of
class materials
52% 62% 54%
Developing creativity 30% 44% 59%
Developing critical thinking and
problem solving skills
39% 46% 41%
Collaborating more with classmates 51% 63% 45%
More motivated to learn 44% 43% 41%
Taking ownership of their own
learning
38% 39% 39%
@Project Tomorrow 2017
Agree or disagree: In today’s global information economy, all students need
to be proficient in math to be ready for college and career/job success.
@Project Tomorrow 2017
Why is math proficiency important?
Outcomes Gr 6-8 Girls Gr 6-8 Boys Gr 6-8
Students in
STEM
programs
Parents w/
Gr 6-8
children
For future job success 79% 72% 77% 68%
For future college success 78% 69% 76% 67%
To develop critical thinking and
problem solving skills
59% 51% 61% 81%
To compete with better educated
global workers in the future
46% 44% 51% 56%
To support learning in other
subjects
44% 39% 51% 50%
To be a more informed citizen 43% 41% 50% 31%
@Project Tomorrow 2017
What would help you be more successful with math?
Activities/Environments Gr 6-8 Students in
STEM Programs
All Gr -8 Students
 Doing hands-on math activities &
experiments
58% 51%
 Working on math problems at my
own pace
52% 49%
 Having a teacher skilled and
enthusiastic about math
51% 44%
 Discuss problem solving strategies
with other students
50% 44%
 Working on real world problems 49% 42%
 Helping other students with math 46% 37%
@Project Tomorrow 2017
Maker spaces in schools? Status report from school librarians
• 42% of schools report
having a maker space
available for students in
their school library (only
29% of schools said the
same in 2016)
• 51% report no maker
spaces at all at their school
o 17% say it is being
planned
@Project Tomorrow 2017
Benefits of maker spaces / project-based learning experiences for students
o Develops creativity skills
o Develops critical thinking and
problem solving skills
o Provides tangible way to apply
knowledge to problems
o Facilitates collaborations
o Increases student confidence in
abilities
o Develops ownership
o Appreciation that failure is
opportunity learn
Today’s Discussion
 About Project Tomorrow and Speak Up Project
 “Big Picture” STEAM learning trends
 Drivers for STEAM education
 Digital learning trends in STEAM classrooms
 Students’ career interests in STEAM fields
 Other resources: invitation to participate in Speak Up 2018
 Your questions, comments, ideas
@Project Tomorrow 2017
Student interest in STEAM
career fields?
Student interest in STEAM
career fields?
Two different questions:
Student interest in
science, technology,
engineering, arts OR math
career fields?
Student interest in
science, technology,
engineering, arts OR math
career fields?
@Project Tomorrow 2017
Who says they are “very interested” in a STEAM career for their future?
@Project Tomorrow 2017
More questions:
oAre students interested in learning
about future careers using non-
traditional means today?
oDo those aspired activities differ by
potential career field?
oDo they also differ depending upon
the level of interest that students have
in the career field?
oDoes gender play a role here also?
@Project Tomorrow 2017
More questions:
oAre students interested in learning
about future careers using non-
traditional means today?
oDo those aspired activities differ by
potential career field?
oDo they also differ depending upon
the level of interest that students have
in the career field?
oDoes gender play a role here also?
@Project Tomorrow 2017
Declining interest in ….
After school programs (33%)
Going to summer camp (31%)
Taking a CTE class (29%)
Participating in competitions (27%)
Working w/mentors (26%)
Key findings: Students are interested in new approaches for career exploration
Rising interest in ….
Through work experience (66%)
Field trips to companies (48%)
Career pros as teachers (46%)
Playing an online game (38%)
Teachers w/industry experience (37%)
Watching a video about jobs (36%)
Taking an online quiz re: abilities (34%)
Taking an online class (33%)
Follow experts on social media (31%)
Examination of views from
students in grades 6-8
@Project Tomorrow 2017
Key findings: Students’ interests for activities by potential career fields
1. The top 3 types of activities/environments for STEAM career exploration are the same
across all potential career fields:
• Work experiences
• Field trips to companies
• Being taught by career professionals from those fields
2. Students interested in technology careers chose more of the digital activities than student
interested in the other STEAM fields
• #4 = online game to learn about a career field
• #6 = Watch a video
• #8 = Take an online class
3. Students interested in math and the arts were more likely to include traditional means of
career exploration than their peers who were interested in science, technology or
engineering
@Project Tomorrow 2017
Key findings: Students’ interests for activities differs by level of interest
1. All students, regardless of interest level (very interested or somewhat interested) believe
that work experience is the best way to explore a STEAM career.
2. The students who say they are very interested are more likely to choose traditional means
of career exploration compared to students with only a somewhat level of interest.
• Summer camp: 41% of arts-interested students and 40% of science-interested
students chose this option; only 31% of all students agree, only 32% of students
with “somewhat level” of interest
• Competitions: 33% of very interested students endorsed this; only 27% of
somewhat interested students did the same
3. Students who are very interested in a STEAM field are more interested in watching videos,
taking an online class or evaluating strengths from an online quiz than students who are
only somewhat interested.
1. Technology field interest: 48% (very interested) vs. 38% (somewhat interested)
in playing an online game to learn about a career
@Project Tomorrow 2017
Key findings: Students’ interests for activities differs by gender
1. There is no gender differentiation in students’ interest in using the following activities to
learn about a career: following experts on social media, playing an online game, watching
an online video or taking a CTE class. However, games and videos show up in boys’ top 6,
but not in the top 6 activities for girls.
2. The most significant differences were in the following activities:
Activities to explore a career Gr 6-8 Girls Gr 6-8 Boys
Taking field trips to companies 54% 41%
Get work experience 72% 61%
Shadow a career pro 44% 35%
Go to an afterschool program 37% 28%
Taking an online quiz to understand
strengths
38% 30%
@Project Tomorrow 2017
Who wants to learn how to code?
60% of girls in grades 6-8 and 50% of girls in grades 9-12 say they are interested in
learning how to code
•But their level of interest is still less than their male peers
•And that level of interest is half as intense as their male peers
Gr 6-8 Girls Gr 6-8 Boys Gr 9-12 Girls Gr 9-12 Boys
Very
interested
18% 31% 13% 25%
Somewhat
interested
42% 38% 37% 40%
Total interest 60% 69% 50% 65%
@Project Tomorrow 2017
o Using technology purposely
o Creating, making, inventing
o In a real world setting – not a
hypothetical environment
o Tapping into digital tools and media
o Through self-directed and personalized
learning that is honored by educators
How do students want to become prepared for the world of work?
Today’s Discussion
 About Project Tomorrow and Speak Up Project
 “Big Picture” STEAM learning trends
 Drivers for STEAM education
 Digital learning trends in STEAM classrooms
 Students’ career interests in STEAM fields
 Other resources: invitation to participate in Speak Up 2018
 Your questions, comments, ideas
More resources available at www.tomorrow.org
National Speak Up reports and infographics
Targeted and thematic reports
Digital learning trends
Community engagement
Mobile learning
Games in the classroom
Blended learning outcomes
Presentations, podcasts and webinars
Services: consulting, workshops, evaluation and efficacy studies
 We have expertise in the evaluation of mobile implementations, new
classroom models and digital content usage
New Speak Up 2017 reports released thru Sept 2018
Plan now for your district to participate in Speak Up 2018
Online surveys for:
oK-12 students – individual + group
oParents – English and Spanish
oTeachers
oLibrarians/Media Specialists
oSchool Site & District Administrators
oTechnology Leaders
oCommunity Members & Communications
Officers
Surveys open Oct 2018 – Jan 2019
Learn more www.tomorrow.org/speakup
100% free service to all schools and districts – including reports with comparison data
Your questions,
comments,
ideas
Speak Up findings from students,
teachers, administrators and parents
STEAM Research from the Front Lines
Dr. Julie A. Evans
CEO, Project Tomorrow
JEvans@tomorrow.org
949-609-4660
@JulieEvans_PT
Thank you for inviting me today!

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Trends in STEM and STEAM Education: STEAM Universe Webcast - June 2018

  • 1. Selected Speak Up 2017 findings from K-12 students, teachers, administrators and parents STEAM Research from the Front Lines Dr. Julie A. Evans CEO, Project Tomorrow June 28, 2018
  • 2. Today’s Discussion  About Project Tomorrow and Speak Up Project  “Big Picture” STEAM learning trends  Drivers for STEAM education  Digital learning trends in STEAM classrooms  Students’ career interests in STEAM fields  Other resources: invitation to participate in Speak Up 2018  Your questions, comments, ideas
  • 4. About Project Tomorrow (www.tomorrow.org)  Nonprofit education organization supporting K-12 education since 1996  Mission is to ensure all of today’s students are well prepared for the future  Programs and research focus on role of digital tools within the education ecosystem – believe in power of STEAM to support student preparation for college and career success o Speak Up Research Project on Digital Learning: collecting & reporting on the authentic feedback of K-12 stakeholders to inform federal, state & local programs and policies
  • 5. About the Speak Up Project (www.tomorrow.org/speakup)  Annual research project since 2003  Uses online surveys + focus groups  Facilitated 100% through schools and districts  We design online surveys to collect feedback from your K-12 Students, Teachers, Parents, Administrators, and Community Members  All K-12 schools – public, private, parochial, charter, virtual - are eligible to participate  Project Tomorrow manages all data collection and reporting for you - 100% free service  Schools get summary report with all locally collected data + state and national data for benchmarks We share national data with federal, state and local policymakers to inform programs and funding
  • 6. About the Speak Up Project (www.tomorrow.org/speakup) Survey question topics include: Use of technology to support learning School climate for innovation College and career ready skill development/interest Leadership challenges Teachers’ needs for professional learning How do different stakeholders value digital learning Emerging trends w/digital tools, content and resources New classroom models: mobile, blended, flipped School to home communications Designing the ultimate school  Activities  Attitudes  Aspirations Since 2003, 5.4 million K-12 stakeholders have submitted a Speak Up survey
  • 7. Key trends in STEAM learning research … • Greater emphasis on students’ global skill preparation • New expectations from parents for skill development & digital learning • Value of personalized learning on the rise with new learning models • Students as content creators, not just consumers • Social justice issue of Internet connectivity at school and at home • Learning as a 24/7 enterprise for students • Getting beyond assumptions & myths on career exploration
  • 9. Let’s play a game! STUDENTS’ DIGITAL LIVES
  • 10. o I have my own tablet at home (54%) but use a Chromebook at school (53%) o #1 complaint about school technology? I want to use my own mobile device! o 4 of 10 use a mobile device to read online books o I’m interested in a job in a STEAM field (45%) o 51% would like to learn how to code o Believes that playing digital math games would improve math skills (43%) o I collaborate more with classmates because of technology (44%) STUDENTS’ DIGITAL LIVES
  • 11. STUDENTS’ DIGITAL LIVES Who is this? 3rd grade girl 6th grade boy 9th grade girl 12th grade boy
  • 12. STUDENTS’ DIGITAL LIVES Who is this? 3rd grade girl
  • 13. o I have my own tablet at home (54%) but use a Chromebook at school (53%) o #1 complaint about school technology? I want to use my own mobile device! o 4 of 10 use a mobile device to read online books o I’m interested in a job in a STEM field (45%) o 51% would like to learn how to code o Believes that playing digital math games would improve math skills (43%) o I collaborate more with classmates because of technology (44%) STUDENTS’ DIGITAL LIVES
  • 14. “Without data, you are just another person with an opinion …” Introducing the Speak Up Project to inform new discussions and better decision-making around digital learning plans
  • 16. @Project Tomorrow 2017 National participation in Speak Up 2017: 406,779 Survey Audience # of Surveys Submitted K-12 Students 340,927 Teachers & Librarians 34,833 Parents 23,159 Administrators 3,249 Community Members 4,611 About schools and districts: 3,641 districts, 10,619 schools 29% urban, 34% rural, 37% suburban, 68% title 1 eligible
  • 17. Today’s Discussion  About Project Tomorrow and Speak Up Project  “Big Picture” STEAM learning trends  Drivers for STEAM education  Digital learning trends in STEAM classrooms  Students’ career interests in STEAM fields  Other resources: invitation to participate in Speak Up 2018  Your questions, comments, ideas
  • 18. @Project Tomorrow 2017 Speak Up 2017 Research Findings What challenges or demands are “waking up” our nation’s superintendents in the middle of the night?
  • 19. @Project Tomorrow 2017 What challenges or demands are “waking up” our nation’s superintendents in the middle of the night? Wake Up Issues Urban districts Suburban districts Rural districts Closing achievement gap 59% 51% 51% Staff morale/motivation 55% 44% 39% Adequate funding 46% 58% 58% Educational equity 42% 40% 18% Teacher quality – recruitment and retention 42% 36% 40% College/career readiness of students 42% 34% 33% Serving diverse student populations 35% 38% 19% Test scores 29% 37% 33% Technology use 28% 28% 30%
  • 20. @Project Tomorrow 2017 What has greatest potential to enhance student achievement in your district? 1. Enhancing teacher effectiveness 2. Integrating college and career ready skills within curriculum 3. Increasing STEM career exploration activities for students 4. Leveraging digital tools, products and solutions more effectively
  • 21. @Project Tomorrow 2017 What has greatest potential to enhance student achievement in your district? 1. Enhancing teacher effectiveness 2. Integrating college and career ready skills within curriculum 3. Increasing STEM career exploration activities for students 4. Leveraging digital tools, products and solutions more effectively #1 tech challenge: Motivating teachers to change their practices to use technology in the classroom
  • 22. @Project Tomorrow 2017 What has greatest potential to enhance student achievement in your district? Parents’ #1 concern about tech @ school: Tech use varies too much from teacher to teacher 1. Enhancing teacher effectiveness 2. Integrating college and career ready skills within curriculum 3. Increasing STEM career exploration activities for students 4. Leveraging digital tools, products and solutions more effectively
  • 23. @Project Tomorrow 2017 Skills students need to develop to be prepared for college/career success Workplace skills Parents District Administrators Critical thinking and problem solving 87% 92% Teamwork 77% 88% Working with diverse groups of people 76% 91% Creativity 74% 74% Use of technology tools 73% 74% Work independently 71% 76% Leadership 68% 64% Communications 63% 63%
  • 24. @Project Tomorrow 2017 What are the best ways for students to develop these skills? Parents and administrators value the same experiences:  Work experience – job, internship, volunteering  Using technology regularly within school  Project-based learning experiences  Learning coding or computer programming  Taking advanced science and math courses  Taking career technical education courses  Doing real research or scientific experiments  Pursuing artistic or performance interests
  • 25. @Project Tomorrow 2017 What are the key drivers for STEAM education today?  Administrators’ desire to close the achievement gap and level the education playing field  Parents’ concerns about their child developing the right skills  Need to integrate the development of college and career ready skills into everyday curriculum  Means to increase the effectiveness of the use of technology within the learning experience
  • 26. Today’s Discussion  About Project Tomorrow and Speak Up Project  “Big Picture” STEAM learning trends  Drivers for STEAM education  Digital learning trends in STEAM classrooms  Students’ career interests in STEAM fields  Other resources: invitation to participate in Speak Up 2017  Your questions, comments, ideas
  • 27. @Project Tomorrow 2017 Let’s learn about digital learning trends from STEAM teachers Teacher subject assignment # of teachers in the 2017 Speak Up data set All classroom teachers 33,059 Math teachers 3,478 Science teachers 2,437 Arts teachers 1,461
  • 28. @Project Tomorrow 2017 What digital content are STEAM teachers using in their classrooms?
  • 29. @Project Tomorrow 2017 How does the use of technology impact STEAM teacher effectiveness? As a result of how I have integrated technology within my practice, I am now …. Better able to differentiate instruction 64% Creating more interactive lessons 56% Better organized 53% Giving my students more personalized attention 47% Facilitating more student self-directed learning 41%
  • 30. @Project Tomorrow 2017 How does the use of technology impact student outcomes? STEAM teachers say: my students are …. Outcomes Math teachers Science teachers Arts teachers Gaining a better understanding of class materials 52% 62% 54% Developing creativity 30% 44% 59% Developing critical thinking and problem solving skills 39% 46% 41% Collaborating more with classmates 51% 63% 45% More motivated to learn 44% 43% 41% Taking ownership of their own learning 38% 39% 39%
  • 31. @Project Tomorrow 2017 Agree or disagree: In today’s global information economy, all students need to be proficient in math to be ready for college and career/job success.
  • 32. @Project Tomorrow 2017 Why is math proficiency important? Outcomes Gr 6-8 Girls Gr 6-8 Boys Gr 6-8 Students in STEM programs Parents w/ Gr 6-8 children For future job success 79% 72% 77% 68% For future college success 78% 69% 76% 67% To develop critical thinking and problem solving skills 59% 51% 61% 81% To compete with better educated global workers in the future 46% 44% 51% 56% To support learning in other subjects 44% 39% 51% 50% To be a more informed citizen 43% 41% 50% 31%
  • 33. @Project Tomorrow 2017 What would help you be more successful with math? Activities/Environments Gr 6-8 Students in STEM Programs All Gr -8 Students  Doing hands-on math activities & experiments 58% 51%  Working on math problems at my own pace 52% 49%  Having a teacher skilled and enthusiastic about math 51% 44%  Discuss problem solving strategies with other students 50% 44%  Working on real world problems 49% 42%  Helping other students with math 46% 37%
  • 34. @Project Tomorrow 2017 Maker spaces in schools? Status report from school librarians • 42% of schools report having a maker space available for students in their school library (only 29% of schools said the same in 2016) • 51% report no maker spaces at all at their school o 17% say it is being planned
  • 35. @Project Tomorrow 2017 Benefits of maker spaces / project-based learning experiences for students o Develops creativity skills o Develops critical thinking and problem solving skills o Provides tangible way to apply knowledge to problems o Facilitates collaborations o Increases student confidence in abilities o Develops ownership o Appreciation that failure is opportunity learn
  • 36. Today’s Discussion  About Project Tomorrow and Speak Up Project  “Big Picture” STEAM learning trends  Drivers for STEAM education  Digital learning trends in STEAM classrooms  Students’ career interests in STEAM fields  Other resources: invitation to participate in Speak Up 2018  Your questions, comments, ideas
  • 37. @Project Tomorrow 2017 Student interest in STEAM career fields? Student interest in STEAM career fields? Two different questions: Student interest in science, technology, engineering, arts OR math career fields? Student interest in science, technology, engineering, arts OR math career fields?
  • 38. @Project Tomorrow 2017 Who says they are “very interested” in a STEAM career for their future?
  • 39. @Project Tomorrow 2017 More questions: oAre students interested in learning about future careers using non- traditional means today? oDo those aspired activities differ by potential career field? oDo they also differ depending upon the level of interest that students have in the career field? oDoes gender play a role here also?
  • 40. @Project Tomorrow 2017 More questions: oAre students interested in learning about future careers using non- traditional means today? oDo those aspired activities differ by potential career field? oDo they also differ depending upon the level of interest that students have in the career field? oDoes gender play a role here also?
  • 41. @Project Tomorrow 2017 Declining interest in …. After school programs (33%) Going to summer camp (31%) Taking a CTE class (29%) Participating in competitions (27%) Working w/mentors (26%) Key findings: Students are interested in new approaches for career exploration Rising interest in …. Through work experience (66%) Field trips to companies (48%) Career pros as teachers (46%) Playing an online game (38%) Teachers w/industry experience (37%) Watching a video about jobs (36%) Taking an online quiz re: abilities (34%) Taking an online class (33%) Follow experts on social media (31%) Examination of views from students in grades 6-8
  • 42. @Project Tomorrow 2017 Key findings: Students’ interests for activities by potential career fields 1. The top 3 types of activities/environments for STEAM career exploration are the same across all potential career fields: • Work experiences • Field trips to companies • Being taught by career professionals from those fields 2. Students interested in technology careers chose more of the digital activities than student interested in the other STEAM fields • #4 = online game to learn about a career field • #6 = Watch a video • #8 = Take an online class 3. Students interested in math and the arts were more likely to include traditional means of career exploration than their peers who were interested in science, technology or engineering
  • 43. @Project Tomorrow 2017 Key findings: Students’ interests for activities differs by level of interest 1. All students, regardless of interest level (very interested or somewhat interested) believe that work experience is the best way to explore a STEAM career. 2. The students who say they are very interested are more likely to choose traditional means of career exploration compared to students with only a somewhat level of interest. • Summer camp: 41% of arts-interested students and 40% of science-interested students chose this option; only 31% of all students agree, only 32% of students with “somewhat level” of interest • Competitions: 33% of very interested students endorsed this; only 27% of somewhat interested students did the same 3. Students who are very interested in a STEAM field are more interested in watching videos, taking an online class or evaluating strengths from an online quiz than students who are only somewhat interested. 1. Technology field interest: 48% (very interested) vs. 38% (somewhat interested) in playing an online game to learn about a career
  • 44. @Project Tomorrow 2017 Key findings: Students’ interests for activities differs by gender 1. There is no gender differentiation in students’ interest in using the following activities to learn about a career: following experts on social media, playing an online game, watching an online video or taking a CTE class. However, games and videos show up in boys’ top 6, but not in the top 6 activities for girls. 2. The most significant differences were in the following activities: Activities to explore a career Gr 6-8 Girls Gr 6-8 Boys Taking field trips to companies 54% 41% Get work experience 72% 61% Shadow a career pro 44% 35% Go to an afterschool program 37% 28% Taking an online quiz to understand strengths 38% 30%
  • 45. @Project Tomorrow 2017 Who wants to learn how to code? 60% of girls in grades 6-8 and 50% of girls in grades 9-12 say they are interested in learning how to code •But their level of interest is still less than their male peers •And that level of interest is half as intense as their male peers Gr 6-8 Girls Gr 6-8 Boys Gr 9-12 Girls Gr 9-12 Boys Very interested 18% 31% 13% 25% Somewhat interested 42% 38% 37% 40% Total interest 60% 69% 50% 65%
  • 46. @Project Tomorrow 2017 o Using technology purposely o Creating, making, inventing o In a real world setting – not a hypothetical environment o Tapping into digital tools and media o Through self-directed and personalized learning that is honored by educators How do students want to become prepared for the world of work?
  • 47. Today’s Discussion  About Project Tomorrow and Speak Up Project  “Big Picture” STEAM learning trends  Drivers for STEAM education  Digital learning trends in STEAM classrooms  Students’ career interests in STEAM fields  Other resources: invitation to participate in Speak Up 2018  Your questions, comments, ideas
  • 48. More resources available at www.tomorrow.org National Speak Up reports and infographics Targeted and thematic reports Digital learning trends Community engagement Mobile learning Games in the classroom Blended learning outcomes Presentations, podcasts and webinars Services: consulting, workshops, evaluation and efficacy studies  We have expertise in the evaluation of mobile implementations, new classroom models and digital content usage New Speak Up 2017 reports released thru Sept 2018
  • 49. Plan now for your district to participate in Speak Up 2018 Online surveys for: oK-12 students – individual + group oParents – English and Spanish oTeachers oLibrarians/Media Specialists oSchool Site & District Administrators oTechnology Leaders oCommunity Members & Communications Officers Surveys open Oct 2018 – Jan 2019 Learn more www.tomorrow.org/speakup 100% free service to all schools and districts – including reports with comparison data
  • 51. Speak Up findings from students, teachers, administrators and parents STEAM Research from the Front Lines Dr. Julie A. Evans CEO, Project Tomorrow JEvans@tomorrow.org 949-609-4660 @JulieEvans_PT Thank you for inviting me today!