A distinctive ascot program

Science, Technology, Engineering, The Arts, Mathematics
Science, technology, engineering, mathematics and the arts (STEAM) touch every aspect of today’s world.  We want our students to harness the opportunities and meet the challenges of the future.  Our parent community value this area of learning and as a result we have created a distinctive Ascot State School program, including a STEAM Room. 

Within this space, students have the opportunity to use digital devices such as Lego Mindstorms EV3’s, Spheros, Ozobots, LittleBits, Beebots, MakeyMakeys, Probots and other robotic devices.  Students are involved in programs with their classes that develop their coding, programming and computational thinking skills, whilst also providing opportunities to develop as problem solvers, critical and creative thinkers, designers and inventors.

Advancing education: An action plan for education in Queensland (Downloads

o#codingcounts : A plan for coding and robotics in Queensland state schools

o   Schools of the future STEM strategy

STEAM learning enhancement opportunities

We celebrate STEAM Week in Term 1, offer coding clubs to our students and provide curriculum enhancement opportunities such STEM Horizons, Mini Coders and Mini Design Thinkers across the year.  Students are invited to participate in a range of STEAM competitions (Bebras, Next Tech Girl Superhero Competition), whilst we also offer opportunities for students to sit external examinations such as ICAS if they wish.  We have a number of after school clubs including, Bricks4Kids, Coding Kids and Young Engineers that support our students and community.

Digital and design technologies

A fundamental component of our STEAM program is the development of the Australian Technologies (Digital and Design) Curriculum.

Technologies aims to develop the knowledge, understanding and skills to ensure that, individually and collaboratively, students:

  • investigate, design, plan, manage, create and evaluate solutions
  • are creative, innovative and enterprising when using traditional, contemporary and emerging technologies, and understand how technologies have developed over time
  •  make informed and ethical decisions about the role, impact and use of technologies in the economy, environment and society for a sustainable future
  • engage confidently with and responsibly select and manipulate appropriate technologies − materials, data, systems, components, tools and equipment − when designing and creating solutions
  •  critique, analyse and evaluate problems, needs or opportunities to identify and create solutions.​​
​​​​Within the Digital Technologies curriculum, there is scope for students to develop the general capabilities of Critical and Creative Thi​nking, Personal and Social Capability and ICT’s.  We encourage and explicitly teach co-operative skills and working with others.​

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Last reviewed 03 June 2021
Last updated 03 June 2021