Resources

Dougherty, D. (2012). The Maker Movement. Innovations: Technology, Governance, Globalization, 7(3), 11-14. Muse.jhu.edu/article/499244.

Gadanidis, G., Brodie, I., Minniti, L., & Silver, B. (2017).  Computer Coding in the K–8 Mathematics Curriculum? What Works?  Research Into Practice.  (69), 1-4.  Retrieved from http://www.edu.gov.on.ca/eng/literacynumeracy/inspire/research/Computer_Coding_K8_en.pdf  

Galileo.  (2017).  Focus on Inquiry:  Discipline Based Inquiry.  Retrieved from: http://inquiry.galileo.org/ch2/dimensions-of-discipline-based-inquiry/

Herrington, J., Reeves, T. C., & Oliver, R. (2014). Authentic Learning Environments. In Spector, M., Merrill, M.D. & Elen, J. (Eds.), Handbook of research on educational communications and technology (pp. 401-411). New York: Springer.

Madden, M.E., Baxter, M., Beauchamp, H., Bouchard, K., Habermas, D., Huff, M., Ladd, B.,Pearon, J. & Plague, G. (2013). Rethinking STEM education: An Interdisciplinary steam curriculum. Procedia Computer Science, (20), 541-546. doi:10.1016/j.procs.2013.09.316

Papert, S. & Harel, I.(1991). Situated Constructionism. Constructionism.  New York: Ablex Publishing Corporation  

Quigley, C.F. & Herro, D. (2016). “Finding the joy in the unknown”: Implementation of STEAM teaching practices in middle school science and math classrooms. Journal of Science Education and Technology, 25(3), 410-426. doi:10.1007/s10956-016-9602-z

Sawyer, R.K. (2014). Introduction: The new science of learning. In R. K. Sawyer (Ed.), The Cambridge handbook of the learning sciences (2nd ed.) (pp. 1-18). New York, NY: Cambridge University Press.

Sousa, D., and Pilecki, T., (2013). From STEM to STEAM: Using brain-compatible strategies to integrate the arts. London: Sage Publications.