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  • Table of Contents
  • What is STEAM Education?
  • Transdisciplinary Design
  • STEAM Teacher
  • STEAM Literate Student
  • Grand Challenges
  • Semester Plan
  • STEAM Assessment
  • STEAM Enacted
  • Meet the Student
  • More
    • Home
    • Table of Contents
    • What is STEAM Education?
    • Transdisciplinary Design
    • STEAM Teacher
    • STEAM Literate Student
    • Grand Challenges
    • Semester Plan
    • STEAM Assessment
    • STEAM Enacted
    • Meet the Student
  • Home
  • Table of Contents
  • What is STEAM Education?
  • Transdisciplinary Design
  • STEAM Teacher
  • STEAM Literate Student
  • Grand Challenges
  • Semester Plan
  • STEAM Assessment
  • STEAM Enacted
  • Meet the Student

What is a grand challenge?

Definition

A grand challenge is a problem that is ongoing and evolving and requires innovation to improve people's lives (Omenn, 2006; Grand Challenge; National Science Foundation)


Using a Grand Challenge as a Transdisciplinary Context For Learning

Using a Grand Challenge as a transdisciplinary context for learning is highly beneficial because it encourages students to approach complex, real-world problems by integrating knowledge from multiple disciplines. This fosters critical thinking, collaboration, and the development of holistic solutions that consider diverse perspectives, making them well-equipped to tackle multifaceted challenges in their future careers. 


Big Takeaway

Grand Challenges are essential for transdisciplinary learning because:

  • Multifaceted nature: Grand Challenges inherently involve complex issues with interconnected factors that require input from various disciplines like science, engineering, social sciences, economics, and humanities, promoting a holistic understanding of the problem. 
  • Real-world relevance: By focusing on pressing global issues, students engage with problems that directly impact society, enhancing their motivation and sense of purpose in their learning. 
  • Collaborative problem-solving: Addressing Grand Challenges demands teamwork across diverse expertise, developing crucial skills like communication, negotiation, and consensus building. 
  • Critical thinking and innovation: Grand challenges' open-ended nature encourages students to think critically, challenge assumptions, and generate creative solutions. 
  • Stakeholder engagement: Transdisciplinary learning around Grand Challenges often involves incorporating perspectives from various stakeholders, such as community members, policymakers, and industry experts, promoting the practical application of knowledge.

Grand challenges can be used in the classroom to help students develop collaboration, critical thinking, and communication skills. By providing opportunities to solve real-world problems, they can also help students gain a sense of purpose and confidence. 


To be successful, I will... 

  • Introduce challenges early: On the first day of class, introduce the grand challenges and have students discuss which ones interest them. 
  • Design assignments: If students agree on a challenge, design assignments around it. 
  • Provide opportunities to read, watch, or produce content: Have students read, watch, or create content related to the challenges they are interested in. 
  • Use classroom discussions to tie back to challenges: Use lectures and discussions to connect to the challenges and have students share ideas for addressing them. 
  • Embed opportunities to demonstrate 21st-century skills: Use the grand challenges to help students demonstrate skills like critical thinking, creativity, collaboration, communication, and resilience


 Local Community Data

  • Population: In 2022, Milton had a population of 41,029. The median age was 40.1 years old. 
  • Ethnicity: The largest ethnic groups in Milton are:
    • White (Non-Hispanic) (57.9%) 
    • Asian (Non-Hispanic) (16.5%) 
    • Black or African American (Non-Hispanic) (13%) 
  • Education: 76.9% of Milton residents have a bachelor's degree or higher. 
  • Employment: The employment rate in Milton was 68.9% in 2022. 
  • Health care: 5.6% of Milton residents do not have health care coverage. 
  • Commute: The average commute time in Milton is 29 minutes. Most people drive alone to work. 
  • Cars: The average number of vehicles per household in Milton is 2. 

Milton is a suburb of Atlanta with a small-town feel. It is known for its natural spaces, equestrian history, and large lots. Attached is a copy of the Milton 2040 Sustainability Report 


Lesson Ideas

Grand Challenge 1

Grand Challenge 1

Grand Challenge 1

Grand Challenge 2

Grand Challenge 1

Grand Challenge 1

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REFERENCES

  

Bauld, A. (2024, July 27). What is STEAM education?. XQ. https://xqsuperschool.org/high-school-community/what-is-steam-education/#:~:text=of%20STEAM%20Education.-,STEAM%20Education%20is%20an%20approach%20to%20teaching%20and%20learning%20that,than%20developing%20practical%20skills%20alone 

  

Bertrand, M. G., & Namukasa, I. K. (2022). A pedagogical model for steam education. Journal 

of Research in Innovative Teaching & Learning,16(2), 169–191. 

https://doi.org/10.1108/jrit-12-2021-0081 


Gess, A. (2024) . The design process: optional synchronous session #2. In A. Gess (2024)  

EDTE 751: STEAM  instructional design optional synchronous session #2. University of South Carolina.


Grand Challenges. (n.d.). Retrieved November 4, 2024, from 

https://www.grandchallenges.org/

  

NSF’s 10 Big Ideas - Special Report | NSF - National Science Foundation. (n.d.). Retrieved 

November 4, 2024, from 

https://www.nsf.gov/news/special_reports/big_ideas/convergent.jsp


Omenn, G. S. (2006). Grand Challenges and Great Opportunities in Science, Technology, 

and Public Policy. Science, 314(5806), 1696–1704. 

https://doi.org/10.1126/science.1135003


Palid, O., Cashdollar, S., Deangelo, S., Chu, C., & Bates, M. (2023). Inclusion in practice: A 

systematic review of diversity-focused STEM programming in the United States. 

International Journal of STEM Education, 10(1). https://doi.org/10.1186/s40594-022-

00387-3

   

Sanz-Camarero, R., Ortiz-Revilla, J., & Greca, I. M. (2023). The impact of Integrated Steam 

Education on Arts Education: A systematic review. Education Sciences, 13(11), 1139. 

https://doi.org/10.3390/educsci13111139 


Silverstein, L. B., & Layne, S. (2010). What is arts integration? Retrieved from http://artsedge. 

kennedy-center.org/educators/ how-to/arts-integration/ what-is-arts-integration

  

Wiggins, G., & McTighe, J. (2005). Understanding by design (2nd ed.). Association for 

Supervision and Curriculum Development.


Yakman, G, (2008). STΣ@M Education: an overview of creating a model of integrative 

education. Pupils Attitudes towards Technology 2008 Annual Proceedings. 

Netherlands.


  • Home
  • Table of Contents
  • What is STEAM Education?
  • Transdisciplinary Design
  • STEAM Teacher
  • STEAM Literate Student
  • Grand Challenges
  • Semester Plan
  • STEAM Assessment
  • STEAM Enacted

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