The following is an integration of my notes, thoughts, and reflections following the workshop ‘Libraries are loud, libraries are for learning; STEAM is where libraries are at,’ which was presented by Jesika Miller and Chantay Chia, at the New Librarians’ Symposium, aka NLS9, on Saturday 6th July 2019

Schools are supporting STEAM initiatives, alongside the Australian Government to ensure students are workforce ready in the future. Libraries also provide STEAM programs as an access point to encourage the transferable skills that are increasingly needed in the workforce.

STEAM activities encourage problem solving, creativity, critical thinking, and collaboration. The presenters remind us that these types of activities provide an informal, fun way for participants to engage in learning, particularly with topics that they may be struggling with, for example maths. Also, reminding the audience it’s key to provide activities that incorporate as many aspects of STEAM concepts as possible (Science, Technology, Engineering, Arts, and Maths, in case you were lost).

I have pushed for the integration of STEAM activities in the library I work at, particularly during the school holiday period. While we have a limited budget there are activities of minimal cost that have been well received, for example; an egg drop, catapults, newtons cradles, volcanoes etc. While there are many more ideas I have on hold as they cost a little more!

While I knew about engineering-based activities where you provide limited time and resources. I usually get excited and put lots of items out. So, one takeaway point I got from this workshop was about keeping it simple. You don’t have to give the participants all the available materials! Setting limitations, will push them to innovate, spark creativity, and build teamwork.

STEAM activities within libraries are often about provision of materials, and facilitating the participants to experiment. Our role is as guides, prompting if necessary, and encouraging the participants to use self-directed learning, and teamwork. Incorporate evaluation time, to build upon the skills the participants have learnt. This time can be utilised for the participants to showcase creations to the entire group and for the facilitator to explain the basic concepts behind the activity.

Presenters Jesika, and Chantay, suggest for those getting started with STEAM programs to undertake their research, complete a project plan, promote the program, and continually adapt. I think a key point is rigidity does not fit within STEAM, you need to adopt new methods, adapt new techniques and make time to get creative and experiment!

Prepare as best you can for potential issues. However, don’t be scared to make mistakes, they are a learning tool. Don’t be scared to make a mess either, messy activities are fun activities!  This is coming from someone whose volcano program resulted in the replacement of sections of carpet.

The beauty of STEAM is that you don’t have to be an expert in any of the STEAM fields. If you don’t know the answer, tell the participants “Let’s find out together” or prompt them to continue their research after the session! Although, if there are experts in the field close by, invite them to give a presentation, and try to collaborate with organisations to ease the pressure on library resources. Think about who you can partner with, who can help out with their expertise! While, living regionally there is not access to many facilitators to host programs within the library, but with the assistance of grant funding, maybe we can encourage someone to travel out of the city to bring STEAM into the country areas.

Inevitably, anything that involves resources, and staff comes down to budget. So, investigate available grants to boost your resources. However, it is key to develop programs that are sustainable beyond the outcome of the grant. It doesn’t have to be expensive, or be about the latest, flashiest toys either. Activities can be, and in some cases should be kept simple. Providing multiple options in your program is also important for participants of varying ages, and abilities. While providing access to new, and emerging technology enables participants access to resources that they may otherwise not have access to, it is also important to utilise materials that are easily sourced, and affordable, enabling participants the ability to replicate activities at home at minimal cost.

One of the activities in the workshop was based on the story of the Three Little Pigs. I would like to provide story inspired STEAM activities that can be incorporated over various ages. Some of the following may be worth trying;

Photo by Alex Knight on Unsplash

The presenters, and workshop attendees, shared some of the following resources (I am keen to try quite a few!)

Strawbees (yes, please!)
Construction straws, cardboard, and connectors equal some innovative engineering. There are examples provided on YouTube, like this mechanic arm. There are also kits that combine software and hardware (Quirkbot circuit boards) to integrate programming elements into the designs, resulting in a variety of possibilities. The STEAM school kit looks like it would be a great addition.

Makedo: Cardboard construction.
An open-ended construction system designed for use with cardboard, highlighting creative recycling, sounds perfect for libraries. They have a classroom pack suited to accommodate between 24-48 makers.

Gravitrax is an interactive track system, utilising gravity, kinetics and magnetism. It’s basically a marble run that looks like a lot of fun! Another recommended marble run was Quadrilla.

One that looks like an arcade game, the Turing Tumble, facilitates creativity, building, computer science principles, and learning to code, all without using a computer. The Turing Tumble comes with a book of puzzles to solve, and has educator guides online.

Turing Tumble: build marble-powered computers video

Recommended from various people was LEGO Mindstorms, which combine engineering concepts, and technology, to create and command robotic LEGO inventions. However, these may not be for the budget conscious. The LEGO site quote of $499 for the Mindstorm EV3 definitely puts this beyond my budget! More traditionally, if you have LEGO at your library, these challenge cards may be beneficial to spur creativity.

Coding may be a program that is easy to implement, as access to a computer is the only essential. Even then, there are activities that don’t require computer usage. You don’t even have to be an experienced coder, you can learn with the participants. I recently, unexpectedly, found myself running a four week coding program, and am keen to learn more. There is a range of ready made lesson plans available, such as Code Club, CoderDojo and Hour of Code.

The presenters also recommended Museum in a box. I had investigated these last year, but it did not fit within my budget. I have been meaning to submit a grant application for National Science Week, but it hasn’t eventuated. This presentation, and a few others, really drives home that I need to make the time to submit grants. A key factor in many libraries implementing new ideas, and programs is built on grant funding. This is reinforced by the presenters relaying that a few of their programs, and resources were established with grant funding.

There are lots of ideas available that have been tried and tested, you don’t have to reinvent the wheel. The following list isn’t exhaustive, there are many resources available. However, these should help you get the STEAM bug!

To wrap up, the session has energised me to push further with program ideas, such as incorporating STEAM aspects into monthly early literacy programs, and implementing an after-school STEAM program.