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STEMarts Lab, January 3, 2020 is a Course

STEMarts Lab, January 3, 2020

Ended Jan 3, 2020
7 credits

Full course description

8:30 AM - 3:30 PM
Museum of International Folk Art, Auditorium

  • Bring notebook/sketchbook
  • Lunch available for purchase ($18) from Museum Hill Cafe. To reserve lunch, email ASAP
  • Contact Cristina González, / (505) 467-2558

About the Facilitator

Agnes Chavez is an interdisciplinary new media artist and educator based in Taos, New Mexico. She collaborates with artists, scientists and youth to create sensorial experiences that explore our relationship with art, science, technology and nature as a process and tool for personal, social and environmental change. Her work focuses on data visualization, light, sound and space. In 2009 she founded the STEMarts LAB, a ​Research and Innovation​ project that applies the latest science research and technological innovations to arts and education to deliver STEAM programming for schools, art and science organizations and festivals. In 2014 she co-founded The PASEO Festival, an outdoor participatory art festival in Taos New Mexico whose mission is to transform community through art and art through community. As a curriculum developer she created the SUBE, a multisensory language curriculum for teaching Spanish and English to kids through art, music and games now in its 23rd year.

In this workshop we will learn how to;

Inspire passionate learning through innovative and immersive ‘experiences’. 

Combine art, science and technology to explore real world challenges through creative expression as a way to inspire and activate our future leaders.

Prioritize intercultural exchange and collaboration and design culturally responsive programming

Apply ‘21st century thinking’ with a focus on inner well-being, ethics and social practice.

Explore awareness of the link between cultural, linguistic and ecological diversity as a core philosophy for the curriculum framework .

Use the latest science research and cutting edge technologies to inform your design practice.

Incorporate community outreach to make STEAM programming accessible to underrepresented minorities and girls.

Actively engage students in the transition from being passive consumers of technology to problem solvers and critical thinkers, investigating the social, environmental and global impact of the tools we are using. 

Format: Hands-on collaborative activities, discussion, presentation