STEAM Education
STEAM is an educational approach to learning that uses Science, Technology, Engineering, the Arts and Mathematics as access points for guiding students’ inquiry, dialogue, and critical thinking. The end results are students who take thoughtful risks, engage in experiential learning, persist in problem-solving, embrace collaboration, and work through the creative process.
Our Objectives:
- To strengthen students’ ability to integrate and apply their knowledge across Science, ICL, Visual Arts, Mathematics and Engineering through problem solving with practical solutions and innovative designs.
- To cultivate students’ high-order thinking and decision-making skills in daily life based on a transdisciplinary approach.
- To build up students’ self-directed learning and problem solving ability through collaboration.
Our Strategies:
General Education Basic, In-curriculum |
- Infusing small-scale STEAM activities in Integrated Science, ICL and Mathematics lessons.
- Extending students’ learning in STEAM Education in OLE periods.
- Collaborating with PBL Team to hold STEAM theme-based PBL projects in PBL periods.
- Launching school-based STEAM projects:
Grade 7 students showcased their G7 STEAM project in STEAM Week.
Junk Robo Sumo Final (G8 STEAM project) in STEAM Week
ORII Workshop
Engineering Day - ScanNCut
Science Day
Elite Education Advanced, Extra-curriculum |
Students with greater interest and potential are encouraged to join STEAM events organized inside and outside school, e.g. competition, workshop, exhibition.
Students showcased their project works in the DSS STEM Fair.
Students joining the 70th Intel ISEF Competition
Students showcased their project works in the Learning and Teaching Expo.
Students showcased their project works in the Microsoft Education Forum.
Students showcased their project works in the Bett Show in UK.
Students won awards in the Unity VR/AR Design Competition.
Students won awards in the Inter-School IT Elite Challenge Competition.