Georgia Tech to Host STEM Workshop

A new STEM to STEAM workshop will be hosted by Georgia Tech in late March, bringing together STEAM presenters and educators from a large collection of universities and groups. Among these attendees is UT Dallas’ own

Dr. Roger Malina. Readings will include books such as Ron Eglash’s African Fractals: Modern Computing and Indigenous Design, and Arts Based Research by Thomas Barone and Elliot Eisner.

Advancing STEM Through Culturally Situated Arts-Based Learning” is a unique workshop being organized by the Digital Media Program at Georgia Tech and sponsored by the National Science Foundation. It will take place on March 28 and 29, 2014, in Atlanta, GA. The workshop brings together artists, learning scientists, educators, and others to explore and discuss methods for increasing participation of underrepresented ethnic groups in STEM through cultural art/design and digital media.

The goal of this workshop is to explore methods for increasing participation of under-represented ethnic groups in STEM (Science, Technology, Engineering, Mathematics) through cultural art and design and digital media. This workshop will investigate the potential for combining culturally situated design, contemporary arts and crafts, and STEM.

Their workshop will cover the following topics, as detailed by their website:

Cultural Art and Design

This refers to creative production and work by members of groups that are historically underrepresented in STEM and art fields. The term embodies creative thinking and critique, which encompasses the analysis of contemporary visual culture alongside other art forms such as visual art, literature, music, film and performance. Cultural arts are often interdisciplinary and cross-genre.

Culturally Situated Learning and Design

This strategy integrates cultural art and design into STEM subjects. Software applications such asCulturally Situated Design Tools (CSDTs) allow students to create simulations of cultural arts: Native American beadwork, African American cornrow hairstyles, urban graffiti, and so forth; using underlying mathematical principles.

Arts-Based Learning

This method fosters the teaching of STEM and other subjects through the use of the arts andlearners become more actively engaged from an experiential standpoint (Eisner, 1994). Arts based education provides an outlet for students to express their knowledge and creativity by engaging all of the senses, thus allowing students to tap into their intrinsic learning styles.

Informal Science Learning (ISE)

ISE is learning related to science that occurs in informal, or out-of-school contexts. This includes informal activities within formal settings. These contexts/settings vary from visiting science centers and engaging with the exhibits and programs offered there, to watching a science program on TV, to researching a topic in the library or online, to participating in structured afterschool programs, and so on.

To find out more, visit the workshop’s website here:

STEAM3 (Science + Technology + Engineering + Art + Math “cubed”)

STEAM3 (Science + Technology + Engineering + Art + Math “cubed”), March 1-2, 2014 is an all-age appropriate, first-of-its-kind hybrid of a conference and Interactive Playground featuring speakers, workshops, demonstrations and four immersive environments focused on the future of education.

The event is designed not only for educators and those passionate about education, students, and parents, but also Makers, learning content creators, mobile development, instructional, and 3D/virtual world designers, researchers, entrepreneurs, artists, and innovators.

Create your experience: enjoy two full days of compelling talks and demos in the auditorium (limited to 300 participants), or just explore the Interactive Playground (unlimited participants) with your family and friends.

The conference portion features compelling talks including:

  • Augmented Reality, Storytelling and Education,
  • Digital Storytelling and immersive learning,
  • EarSketch, an approach to teaching computational thinking within the
  • context of music remixing with code,
  • Makerspace, a space for young children to learn about STEAM oriented topics,
  • Changing Minds: The Changing Landscape of Learning,
  • Building a successful STEM education infrastructure and outreach for
  • students raised in lower-socioeconomic regions,
  • Social Learning and Blended Learning,
  • Algorithmic Art,
  • The Gamification of Learning,
  • The social life of MOOCs, integration of MOOCs with social media
  • platforms, and how these forms will combine to redefine the virtual
  • classroom environment,
  • Maximizing the use of avatars to maintain your learners’ attention,
    And many more!

The Interactive Playground features four delightful, immersive, hands-on areas (think all-ages Exploratorium or modern Children’s Museum on steroids) focused on the Living Classroom, the Game of Learning, Make Magic, andInteractive Storytelling. Exhibits include interactive gaming, augmented reality, a robot lab, algorithmic and nano art, stop motion animation making, a virtual classroom, the Emergent City, science of music simulator, a multimedia oracle, and The Imaginarium.

Over 20 keynotes from experts in the realm of future education include Carolyn Handler Miller, Bryan Alexander,Helen Papagiannis, (Interactive Storytelling); Joey Lopez, Kayla Desportes, Elizabeth Strickler, Stanza, Marvin Niebuhr and Dr. Bruce Niebuhr (Make Magic); Brian Magerko, Eileen Smith, Maria H. Andersen, Steve Harmon,Donna Kidwell, and Jon Lebkowsky, (Living Classroom); and Elaine Raybourne, Chris Orfescu, Benoît Morel, Joel Kahn, and Billy Joe Cain (The Game of Learning).

Contact: Jo Rae Di Menno, Press Agent [email protected] and at (512) 554-2799 for further information regarding jpgs, interviews and on-airs for STEAM 3.

Date: March 1st and 2nd from 9am – 6pm daily.

Event Location: UT Commons at the JJ Pickle Research Campus of the University of Texas (near the Domain),10100 Burnet Rd., Austin, TX, 78758.

Tickets: $124.95 for the conference plus Interactive Playground plus VIP party on Saturday evening at ATX Hackerspace. Alternately, one and two day Interactive Playground passes only are available at the child/student and adult levels ranging from $7.50 – $25.00 and are available at Purchases made using the code “PRCSTEAMATX” before the end of the day on January 20, 2014 will receive a discount of $30 off the full price of the full conference, making it $94.95.

Two Bit Circus


Two Bit Circus is a think tank and talent magnet building products at
the crossroads of amusement and education. The interdisciplinary team
strives to make entertainment more enriching and education more fun.
Our endeavors include attractions that increase traffic and revenue
for public venues; large-scale, cause-based events that are impossible
to forget; and original content that has already gathered millions of
loyal followers online.

and the STEAM carnival

Fusebox Festival – Art and Technology Exploration


STEAM Projects – Motion Bank & CUE CHINA (Elsewhere, Offshore)

Fusebox has launched a new series, focusing on the intersection of Art, Culture, and Technology. Their first two projects, Motion Bank and CUE CHINA, are truly interesting forays into the world of STEM.

Motion Bank (featured in the above image) is a research project of the Forsythe Company that tracks the movement and choreography of dancers, mapping their paths and various performances.  Intended for use in dance education and digital arts practices, the project will be hosting a live showing Wednesday April 24th at the Salvage Vanguard Theater, free of charge.

CUE CHINA (Elsewhere, Offshore) is much more of a social and cultural piece, focusing on the Chinese workers who are constantly making everything from the clothes we wear to the phones we use on a daily basis.  We often remain willfully ignorant about the conditions of the people who make our stuff, despite hearing more and more often about the conditions of their workplace, the unsafe practices, and so on.  “CUE CHINA weaves together recordings of video chats between Ant Hampton and Chinese migrant workers to create a dream-like encounter wherein these repressed thoughts rise to the surface”.

For more information (and specifics on the operations of the technology), visit Fusebox’s Art & Technology website.

What is Fusebox?

Fusebox, a group that self-describes as one that “champions adventurous works of art across a variety of different mediums”, has begun a new series exploring the cross-sections of Art and Technology. Their core values are based around communication, collaboration, innovation, and education.  They call themselves an “idea engine”, “where artists and audiences can take risks, ask questions, break rules, blur boundaries, and explore ideas together.”


Is Creativity The New “Big Skill”?

With the oncoming wave of Baby Boomer retirements, employers across the entire country are asking themselves where they are going to find the next group of employees with the problem solving skills and ingenuity to suit their job needs.  Organizations will be competing left and right to gain adaptable, resourceful workers, and the common solution to the question of where to find these people is becoming “ask an artist.”

Adaptability and resourcefulness are the name of the game in the art world, and over 60% of arts graduates hold more than 2 jobs at once, while 20% hold more than 3.

These statistics along with the growing need for STEAM-related initiatives and projects is leading people to wonder…is an MFA the new MBA? Will companies be actively seeking out artists instead of accountants? FastCompany seems to think so, and you can read more about it in Steven Tepper’s article on their website.