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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.


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, an electric Magic 8 Ball, an art/light project using 3D-printed elements, a hand-warmer, an interactive surgery trainer and an ice hockey desktop game. Students enjoy the guided, but open-ended, nature of this project based class.


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.


This course teaches students about graphic design principles and investigates the impact graphic design has on our daily lives, including advertising, brand identity, and package design. Using Google Drawings, students manipulate images, words and shapes, exploring basic design techniques such as format, composition and layout.

Students explore the basics of programming utilizing and Sphero programmable robots. Lessons engage students in programming characters that respond to simple commands. Organizing these commands with visual building blocks of code, students see computer code as a series of commands that achieve a result. Specific attention is given to; sequencing of steps, loops and conditional logic. Using Sphero robots, students set simple commands (color, spin, move, change angle of direction, speed, etc) to create increasingly complex instructions for the Sphero robot to follow. Sensors give feedback regarding heading, speed, and vertical acceleration. This information is used to evaluate the success of their program.


Technology exists in nearly every aspect of day-to-day life. It can be fun, informative and unifying and increase productivity. But if not used with respect and utilized wisely, it can be dangerous, frustrating, distracting and divisive.

The primary goal of the Introduction to Technology 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