C.M.S. LIBRARY MEDIA - S.T.E.A.M.

An ongoing goal for our school district and our Library Media Center is to: provide a state-of-the-art learning environment for our students.  CMS LMC is a destination where students are able to develop interpersonal, academic and problem-solving skills.  It is a place where they are safe to explore new ways of learning and to use technology to expand their reach.  

 

 

Virtual Reality [VR] or computer-simulated-reality is being used worldwide for many applications in all levels of learning institutions ranging from medical schools to the military. Studies that look at the effects of virtual reality on learning achievements and attitudes, have been remarkable. VR learners scored significantly better than the control groups. In VR, the learner interacts with the content, while the essence of key concepts are extracted and simplified, enhancing achievement in all levels of students. A zSpace platform permits expensive dissections to occur over and over, without having to acquire pricey equipment, plan for field trips or waste monies on multiple specimens. This proposed addition, offers a dynamic, creative approach to teaching state-mandated competencies. A “zSpace Station” and a Google Goggles Expedition play area, gives our teachers the needed hands-on support/resources to take daily math, science and social studies lessons beyond the textbook and into quite literally, a new dimension.

WI-FI HOTSPOTS

We have students without Internet at Home; so, we have WiFi hotspots available for student checkout, to ensure every student in our school  can access online learning materials during after school hours.

INVENT, CREATE, AND DREAM ...AT CMS LMC MAKERSPACE!
"STEAMAGINATION"
CREATING A SPACE FOR THE CURIOUS

The outcomes of our CMS Makerspace are numerous as described in the following passage from School Library Makerspaces  “a makerspace is a place for students to be active learners. A safe place to creatively construct, problem solve, and question current thinking and ways of doing. It is a place to build cognitive, kinesthetic, and social skills. Through makerspace activities students build core skills: dexterity, thinking, problem solving, following step-by step instructions, group dynamics, patience, endurance, and the ability to try new things. From guided learning experiences, students grow, develop skills, become inspired, and become more independent building on their personal interest, and becoming inspired to try new things in the flexible makerspace environment.”

Play is the essence of learning and there’s a great deal of research that agrees with Albert Einstein’s assertion that “combinatory play seems to be the essential feature in productive thought.” In other words, there’s a vital connection between playing and learning.  Abraham Maslow furthers our understanding by recognizing that “almost all creativity involves purposeful play.”  In late 2013 a "makerspace movement" stirred and inspired many school libraries nationwide to adopt its premise of purposeful play or tinkering. The promise of valuing creativity and hands on learning is reminiscent of many renaissances of the past, golden ages of expansive learning that bridged the gap between the sciences and the arts. We want to welcome such a paradigm
shift here at the Cleveland Middle School Library Media Center.

To date, the library media center’s “STEAMagination” makerspace has provided a cost effective way to integrate many standards across the curriculum, from art classes, to math classes, to integrating science with language arts. From crafts to videography to coding Lego robots to creating circuit boards with our littleBits, the scope of its value has been immeasurable.

EVIDENCE:  CMS LMC COVID-19 ORIENTATION 2020-2021: safe opening of our services to cms
CMS VIRTUAL SCHOOL FUNDAMENTALS OF CODING

With a Hybrid System due to the unexpected COVID-19 crisis, our school library is providing an elective online course:  Fundamentals of Coding.  Using the Hour of Code lessons and resources, we've written a course for our 300+ students who are learning online this academic school year:  2020-2021.  Using CANVAS as our learning platform, students are doing at home activities coding their own Dance Party and creating Sticker Art and Pinwheel Designs while learning key concepts in computer science.  

Code.org exemplars
samples of virtual CODING student's work

STICKER ART WITH LOOPS

Student's Link:  Link

STICKER ART WITH LOOPS

Student's Link:  Link

STICKER ART WITH LOOPS

Student's Link:  Link

STICKER ART WITH LOOPS

Student's link:  Link

STICKER ART WITH LOOPS

Student's Link:  Link

STICKER ART WITH LOOPS

Student's link:  Link

CODE YOUR OWN DANCE PARTY

Student's Link: Link

CODE YOUR OWN DANCE PARTY

Student's Link:  Link

CODE YOUR OWN DANCE PARTY

Student's Link:  Link

CODE YOUR OWN DANCE PARTY

Student's Link:  Link

USING FUNCTIONS:  CODING PINWHEEL DESIGN

Student's Link:  Link

USING FUNCTIONS:  CODING PINWHEEL DESIGN

Student's Link:  Link

USING FUNCTIONS:  CODING

PINWHEEL DESIGN

Student's Link:  Link

USING FUNCTIONS:  CODING PINWHEEL DESIGN

Student's Link:  Link

STICKER ART WITH LOOPS

Student's Link:  Link

USING FUNCTIONS:  CODING

PINWHEEL DESIGN

Student's Link:  Link

"HAPPY PLACE" MINDFULNESS APP

Student's Link:  Link

"STAR WARS GAME"

Student's Link:  Link

z-space virtual reality computers

Immersive and interactive, this Z-Space all-in-one functioning computer with specific 3D software programs instills innovation, problem-solving and creative thinking across multiple grade levels and subjects. The virtual reality stylus lets students interact with objects and really understand the science behind them while the lightweight zSpace glasses fosters a seamless collaborative experience. 

Databases are edited, vetted, organized and reliable digital resources for research.  They can be accessed 24/7 from any computer with Internet access.  Their credible information, with ready-to-use citations, help our students navigate the web with confidence. 

Access too, to the PBS Learning Media is a free resource for our students and staff and provide for them a destination for high quality, multi-media digital content and solutions to bolster those project based lessons with a research component.  

CMS ONLINE Library with OverDrive

CMS uses the Destiny Follett system for our physical collection and OverDrive for our digital collection.  Combining science, technology, engineering, mathematics, and now, the arts, STEAM-inspired curriculums have been foundational in jump-starting critical thinking, collaboration, and creativity in students of all ages. Now, in the midst of a pandemic, remote learning, and quarantine, these learning skills are more crucial than ever to help every student’s development.  Our Online Digital Library has over 5,000 items available for checkout 24/7!  CMS LMC offers a wide range of books, audiobooks and streaming videos that enhance a student's learning and interests in S.T.E.A.M. related subjects and careers.  In "Technology" alone there are over 67 items for checkout!  Also, since inception, we have selected titles that reflect the multi-cultural, diverse student body we have at C.M.S.  We want to encourage more Black and Hispanic students to pursue S.T.E.A.M. careers, and be more culturally responsive to their needs.

PROJECT-BASED LEARNING...

Project Based Learning (PBL) is a constructivist instructional approach where students are engaged in meaningful inquiry of personal interest to them and where collaboration and personalized learning are emphasized. Research confirms that PBL is an effective and enjoyable way to learn and develop deeper learning competencies required for success in college, career and civic life.

"MANGA MIA" ALLIED ARTS GRANT WORKSHOP

SUPPORTIVE EVIDENCE & ARTIFACTS

Cleveland Middle School

S.T.E.A.M. Team

© 2020-2021 by G.M. Dyrek

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