An Independent, Coed Junior Boarding (5-9) and Day School (K-9) in Washington, CT

STEAM Programming

Science, Technology, Engineering, Art & Math

Rumsey Hall’s STEAM Lab gives students a special place to think critically and to creatively solve real world problems through project based learning. STEAM initiatives engage students in cross-curricular learning experiences. Using traditional materials like paper and glue alongside modern technological devices, students form creative questions and design innovative solutions.

Rumsey Hall is committed to providing students and teachers with tools to encourage academic exploration by affording easy access to technological resources. The goal is to teach students responsible and ethical use of technology to support learning. Technology transcends all disciplines and grade levels and is integral in the daily work routines of students, faculty and staff.

Innovation Lab
This innovation space for project-based learning provides students and teachers with a workshop, basic tools and supplies to facilitate cross-curricular projects. Recent projects include crafting models of inventions developed during the Second Industrial Revolution, construction of concrete arches and student-designed rockets.

The Innovation Course takes place in the iLab and provides a unique opportunity for students to create their own projects after they learn basic electrical engineering concepts including how to create series and parallel circuits and how to wire, sequence and control LED lights with single and temporary state switches.

The iLab provides students enrolled in the metalworking class access to the tools that help stretch creativity, develop solutions and inspire original designs. Resources such as drill presses, vices, heating elements, handsaws and other jewelry-making tools support instruction of basic metalworking skills including chain making, riveting, soldering and annealing.

This space is also outfitted with 14 MacBooks and a charging cart station enabling teachers to conduct lessons that incorporate technology. The Macbooks are also used to teach computer skills such as coding and computer-based design.


The Innovation course incorporates Science, Technology, Engineering, Arts, and Math (STEAM) to encourage problem solving skills. Students create their own projects after they learn basic electrical engineering concepts. Recent projects included: an interactive Christmas decoration, electric Magic 8 Ball, art/light project using 3D-printed elements, hand-warmer, interactive surgery trainer and an ice hockey desktop game. Students enjoy the guided, but open-ended, nature of this project based class.


This course teaches students about digital cameras and software available to enhance digital images. Through the creation of a Photoshop project, students learn the fundamentals of digital image manipulation: painting and editing images, using brushes and pen tools, and rotating, scaling and distorting photographs.

Next, students create their own movies, complete with special effects, voice-overs, music scores, transitions, titles, credits, and more. Through a variety of hands-on activities, they learn how to work with digital video cameras and create and edit movies with iMovie, Apple’s digital video editing software.


The Robotics program uses Lego EV3 kits and MINDSTORMS software to introduce the students to basic programming and problem solving strategies. Students investigate principles of science, technology, engineering, arts and math (STEAM). Topics covered include: motor control, gear ratios, torque, friction, sensors, timing, program loops, timing sequences and propulsion systems. The students work hands-on in small groups to design, build and program their own robots to complete a range of tasks.


The primary goal of the Introduction to Technology course is for students to build a basic understanding of the classic and emergent software and hardware used in secondary education, college and beyond. In addition, the following themes are examined:

  • Responsible use of technology both inside and outside academic settings
  • History of technology and its future
  • Creative, innovative ways to use technology to problem solve and become better students.