STEAM Afterschool Program
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Background
In recent decades, there has been a significant increase in the focus on STEAM education across the country. Many states have successfully implemented STEAM-focused standards, curricula, and programs in K-12 schools. Despite progress, STEAM education still faces challenges, such as achievement gaps in STEAM subjects across different demographic groups and a lack of sufficient resources, curriculum, and qualified teachers in underserved communities.
To address these disparities, several key strategies have been identified, including improving access to and the quality of STEAM education, especially in underserved communities, and involving parents and communities to promote a culture that values STEAM education. Our organization is aligned with national and state-level strategies and aims to reduce STEAM disparities by offering a value-added STEAM afterschool program. Our goal is to make STEAM education more accessible by providing an afterschool program based on demand.
Objectives and Outcomes:
We offer a program that adds value by bridging the gap in STEAM education in our community. Our organization aims to reduce disparities in STEAM by raising awareness about its importance and improving access for children in underserved communities.
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We expect the outcome to be an increase in accessibility and demand-driven STEAM education, and we deliver the program accordingly to meet the needs of the communities.
Core Goals:
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Increasing Community Awareness of Equity in STEAM
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Establishing Demand- and Data-driven STEAM Program
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Filling the Gap in school STEAM education
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Increasing Math Score among Children in low-income families
What and How we offer:
The organization offers community-based informal STEAM afterschool programs at the D.C. Public Library, which is a significant achievement in our efforts to bridge the STEAM gap in the community. This successful initiative confirms the effectiveness of our programs and the potential for further success. We also provide school-based STEAM afterschool programs and one-on-one, in-depth math tutoring intervention programs at D.C. public schools. Additionally, we organize field trips to places such as the National Children's Museum, where children can engage in various STEAM activities.
During the STEAM Afterschool program at D.C. Public Library and D.C. Public Schools, children learn about all STEAM subjects using virtual reality devices, STEAM robotic kits, and hands-on activities: Science activities through virtual reality experiences, Technology subject through programming remote control robots, Engineering, electronics, and coding principles using robotic kits, and Math through hands-on activities. Children are exposed to digital and high-tech experiences during the program.
What we have accomplished:
The community has gained a better understanding of the meaning and significance of STEAM education. Parents who have recognized the importance of STEAM education through our program continue to bring their children to the program. Our program is in high demand, with children staying engaged due to the fun, hands-on activities using materials. We are also bridging the gap in school STEAM education by providing a variety of STEAM activities and supplies during aftercare.
Expansion of STEAM Afterschool program:
​Dr. Joo, Founder and C.E.O., envisions C.H.C. working to raise awareness about the importance of STEAM education and provide STEAM education opportunities for children in low-income communities. Building on the achievements of 2023-2024, C.H.C. plans to further expand and strengthen its curriculum by expanding the program from STEM to STEAM by adding Arts subjects using AI-powered tools for K4-5. Furthermore, the organization will provide A.I. literacy learning using AI-powered tools for K4-5 to close the digital gaps. By introducing A.I. literacy in the early grades, schools can help children develop a foundational understanding of this transformative technology, prepare them for the future, and cultivate the skills needed to navigate an increasingly AI-driven world.