I feel as though the concept of STEAM is something that I haven't really hit hard with my students in helping them understand what STEAM means in the real world and everyday applications. I know that this is something that I want to dig in with them, but depending on how it is presented, it might not be the most engaging topic to them. Soooo....why not use some outside the box thinking to make it fun! With games! I saw this as a perfect opportunity to welcome the Glow Games to our classroom.
Before I launched into the Glow Games, I knew that many students would not have played all of the games that I was going to incorporate into the STEAM Glow Games. This provided the opportunity to introduce the games in a non-threatening way where all students were able to have common experiences that would build their background knowledge and confidence for when content was included. I am taking two weeks to introduce the games to students (I only see them once a week for one hour), spending ten minutes per game, playing four games each week. Students started at their normal tables and rotated through the next three stations during the class period.
Spending the time to introduce, experience, and play the games was critical to everyone starting off with minimal barriers for them to be successful in the STEAM Glow Games. Each student knew how to play each game, knew how to self evaluated post-playing, and knew strategies for encouragement when playing games. This foundation was essential for me so that when we moved into the STEAM Glow Games, I was not spending time teaching the students how to play the games, but rather the games serve as the engagement component that supported the content.
At the end of playing each game station, I asked students to reflect on their game playing experience and how it fit in with the 6C Learner Profile that our district has adopted (based off the book, Becoming Brilliant by Roberta Michnick Golinkoff PhD and Kathy Hirsh-Pasek PhD). I selected a "C" for each game and used that as the focus for my question.
Classroom Set Up
Evaluation & Reflection
Station #1
For this station, I had two games of Jenga set up for students to play. They could choose to play in partners or as a whole group of four. Each game had a gallon-sized zip bag to hold game pieces when not in play. Pencils were stored in the container so students would not lose track of them as they rotated from table to table.
Station #2
For this station, I had two games of glow in the dark tic tac toe set up for students to play. They could choose to play in partners or as a whole group of four. Each game had a quart-sized zip bag to hold game pieces when not in play. Pencils were stored in the container so students would not lose track of them as they rotated from table to table.
Station #3
For this station, I had two games of Perfection set up for students to play. They could choose to play in partners or take turns individually playing Pencils were stored in the container so students would not lose track of them as they rotated from table to table.
Station #4
For this station, I had four games of Barrel of Monkeys set up for students to play. They would play this game individually, so each person had a Barrel of Monkeys. Pencils were stored in the container so students would not lose track of them as they rotated from table to table.
Station #5
For this station, I had one game of Basketball Pong set up for students to play. They would each play the game individually. The container held the ping pong balls to use for the game. Pencils were stored in the container so students would not lose track of them as they rotated from table to table.
I freely share the resources I use because I truly believe that as educators we are all in this together - making learning fun, meaningful, and relevant to students. They are our future after all! I share and don't expect anything in return, BUT if you like what you see, use it, and see the benefit, I will drop links here to my DonorsChoose page as well as my Amazon Wishlist. ;) All items go right into the hands of the students I work with to build enriching STEAM experiences that support the 6Cs to help them develop a love of learning and a desire to be a life-long learner.
Station #6
For this station, I had two games of dominoes set up for students to play. They could choose to play in partners or as a whole group of four. Pencils were stored in the container so students would not lose track of them as they rotated from table to table.
Station #7
For this station, I had two games of Connect 4 set up for students to play. Pencils were stored in the container so students would not lose track of them as they rotated from table to table.
Station #8
For this station, I had five containers of dice so all students could play at the same time. Pencils were stored in the container so students would not lose track of them as they rotated from table to table.