Monday, April 20, 2026

Voices from the Field: Sally Baker from The Institute for Arts Integration and STEAM

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By Sam Piha 

“STEAM Education is an approach to learning that uses Science, Technology, Engineering, the Arts and Mathematics as access points for guiding student inquiry, dialogue, and critical thinking.” – The Institute for Arts Integration and STEAM

The “A” was added to STEM (science, technology, engineering and mathematics) and stands for Arts Integration. We interviewed Sally Baker, CEO of The Institute for Arts Integration and STEAM to learn more. Below are some of her responses to our questions.  

Q: Do you think that the movement from STEM to STEAM was a positive one for afterschool providers? 

A: Absolutely, and here is why. Though closely related, STEM and STEAM approach learning in meaningfully different ways. Both are rooted in problem solving, encourage students to learn through hands-on exploration, and emphasize the interdisciplinary application of knowledge. The distinction, of course, lies in the addition of the "A," which places the arts as an intentional and purposeful part of the problem-solving process rather than a separate subject. That addition changes everything.

The arts invite personal interpretation and expression in a way that pure STEM does not. When students are given creative agency alongside scientific and mathematical thinking, something shifts. STEAM opens up entirely new access points for students who might not see themselves in traditional STEM pathways, and it gives teachers new and powerful ways to reach learners who think, create, and communicate differently.  

For afterschool providers specifically, this shift is especially significant. Afterschool spaces have always had the freedom to prioritize engagement, joy, and exploration in ways that the traditional school day sometimes cannot. STEAM fits that environment naturally. It creates room for creative innovation and the kind of culturally responsive problem solving that resonates with students beyond the classroom walls.

The move from STEM to STEAM was not simply the addition of an arts class. It was an invitation to reimagine what learning can look like when creativity is treated as essential rather than supplemental. For afterschool providers, that invitation is one worth accepting wholeheartedly.

Q: What value or advantages did this shift create?

A: The advantages of shifting from STEM to STEAM are multifaceted, and so are the challenges. Both are worth understanding honestly. 

On the advantage side, STEAM appeals to a broader and more diverse set of learners. Not every student finds their entry point through science and math. When the arts serve as a launching pad into learning, it creates greater equity in who gets to participate and who sees themselves as a capable problem solver. It also acknowledges something that is simply true: complex problems require collaboration across diverse ways of thinking, and the arts represent one of the most powerful of those ways.



STEAM solutions also tend to have a deeper human impact. The arts are rooted in storytelling, and people are moved and changed through stories in ways that data alone rarely achieves. Consider a water pollution project. A STEM solution might produce a brilliant device that senses and captures pollutants in a local waterway. A STEAM solution might build that same device and pair it with a time-lapsed documentary that tells the story of the water's transformation. The science is equally rigorous, but the story makes people care. It draws in funding, builds community awareness, and connects the issue to the lives of people who might otherwise never have engaged with it.

The honest challenge of STEAM, however, is that it is harder to implement well. For decades, the arts have been treated as supplementary to learning rather than essential to it. As a result, most teachers were never trained in the arts or in arts integration, and effective STEAM educators need to either be willing to bridge those disciplines themselves or know how to reach out to partner teachers, teaching artists, and outside organizations with complementary expertise.

For afterschool providers, finding staff who are equipped and confident to do this work with real intention can be a genuine challenge. But when it happens, and when it is done well, the results are some of the most powerful learning experiences young people can have. 

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Q: In your observation of youth programs, what do you think they most often get wrong in the design of STEAM activities?  

A: This is an easy one: definition. Most programs miss the fundamental point of what STEAM actually is, and it is not entirely their fault. The term has become so widely used that it has lost much of its meaning. Programming a robot is not STEAM. That is computer science. Conducting a hands-on science experiment is not STEAM. That is hands-on science. Drawing what you have learned in math class is not STEAM. That is drawing.

STEAM is a problem-solving process. It is what happens when students use science, technology, engineering, the arts, and mathematics together to address a real problem: imagining a range of possible solutions, testing them, analyzing data to make improvements, and ultimately presenting their findings to an authentic audience who has a genuine stake in the outcome. That last part matters more than most programs realize. Authentic audience changes everything about how students engage with and invest in their work. 

This does not mean every STEAM experience needs to be a lengthy, elaborate project. But unless students are using those integrated disciplines in service of solving a problem, the activity is not truly STEAM, regardless of what it is called.

I want to be clear that there is nothing wrong with coding robots, conducting experiments, or drawing mathematical concepts. Those are valuable learning experiences in their own right. The problem arises when we call them STEAM and believe we have done the work of integration. We have not. And in doing so, we miss the extraordinary power that genuine STEAM experiences have to develop creative, collaborative, and innovative thinkers who are equipped to tackle the complex challenges their communities and their world will ask of them. 

Q: In your observation of youth programs, what do you think they most often get right in the design of STEAM activities?

A: More than they might realize, actually. Most youth programs have a genuine and intuitive understanding that STEAM should feel different from traditional classroom learning. They know it should be student-driven, hands-on, and engaging, and that instinct is exactly right. When young people are tinkering, building, sculpting, planting, and making something they can call their own, something important is happening, even if the formal framework around it is still developing.

Getting all of the pieces moving together in the right direction is genuinely hard work. But a room full of students who are using both their hands and their minds to explore, collaborate, create, and solve is already on the right track. That energy and engagement is not a small thing. It is actually the foundation that everything else gets built on, and it is something that many more formal educational settings struggle to create at all.

Afterschool programs often underestimate how much that culture of curiosity and making is worth. 


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Sally Baker
Sally Baker is the CEO of The Institute for Arts Integration and STEAM and she has over 25 years of experience in arts education, arts integration, and STEAM instruction. Half of her career has been spent in arts organizations across the country and the other half in public schools and universities. Previous to this job, which she started in January 2026, she served as the STEAM Program Specialist for the Georgia Department of Education, coaching and advising Georgia schools through the STEAM certification process. Sally believes strongly in the transformative power of integrated learning and have seen STEAM programs solve many of education's "unsolvable" challenges. 

The Institute for Arts Integration and STEAM is the world’s largest online professional development provider for teachers and leaders using arts-integrated approaches. Founded in 2013 by Susan Riley, a former music educator and administrator, the Institute now serves over 800,000 educators globally each year through its online workshops, resources, courses, conferences and certification.


Wednesday, April 15, 2026

SAVE 21ST CENTURY CCLC

Every year the United States congress needs to approve the federal budget. This means that we need to keep updated and advocate for renewed afterschool funding. Below is a guest blog and update from Erik Peterson, Senior Vice President, Policy at Afterschool Alliance.

On April 3, the Trump Administration released the proposed federal budget for fiscal year 2027. While the budget proposal is a “skinny budget” that does not include all funding details, it does suggest consolidation of federal education funds and elimination of the 21st Century Community Learning Centers (21st CCLC) program, the only federal funding that exclusively supports local, school and community afterschool and summer learning programs.

The budget proposal is similar to the one introduced by the Administration last year, however Congress passed a bipartisan spending bill that rejected last year’s proposal and instead maintained and protected federal 21st CCLC afterschool and summer program funding for summer 2026 and the 2026-2027 school year.



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Federal support for local afterschool and summer programs helps 1.4 million children and youth nationwide have opportunities for math and reading enrichment, healthy activity and nutritious snacks, and hands-on, engaging activities that help children learn and grow. Instead of cutting funding for these programs, which help students succeed, keep young people safe, and support working parents—a funding increase is needed to help programs cover rising costs and to start to meet the nationwide demand for programs.



Please take two minutes to send a message to Congress in support of afterschool and summer learning programs by clicking here.

 

MORE ABOUT...

Erik Peterson
Erik Peterson is the Senior Vice President, Policy at Afterschool Alliance.  He joined the Afterschool Alliance in July 2009 and coordinates and advances the Afterschool Alliance’s policy efforts at the federal level by helping develop policy goals and implementing strategies that advance access to quality afterschool and summer learning programs for all. Erik works to build and strengthen relationships with policy makers and allied organizations to increase public support and funding for out of school time programs. Prior to coming to the Afterschool Alliance, Erik worked for the School Nutrition Association (SNA) in the Washington DC area, and as both an AmeriCorps VISTA and staff for the Sustainable Food Center in Austin, Texas. 

The Afterschool Alliance was established in 2000 by a small group of corporate and foundation philanthropies—including the Charles Stewart Mott Foundation, the U.S. Department of Education, JCPenney Company, Inc., the Open Society Institute/The After-School Corporation, the Entertainment Industry Foundation and the Creative Artists Agency Foundation—to expand afterschool and summer learning opportunities nationwide. Since our inception, public investment in afterschool programs has doubled. 

Today, the Alliance works with a broad range of organizations and supporters, including policymakers, government agencies, youth, parent and education groups, business and philanthropic leaders, afterschool coalitions and providers at the national, state, and local levels, and leaders representing health and wellness, college and career readiness, social and emotional learning, science, technology, engineering, and math (STEM) learning, and more—each with a stake in afterschool. 

Wednesday, April 1, 2026

Why Does Curiosity Matter?

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Children are inherently curious, which makes science activities so popular. It is our job as youth workers to design science activities which build on young people's curiosity. Below is a blog by the staff at CuriOdyssey. This can be read in full at their original publication here.

“I have no special talents. I am only passionately curious.”— Albert Einstein

Curiosity is the desire to learn, to understand new things and to know how they work. “We can teach a new generation to observe patterns in our world and in science, technology, engineering and math by taking advantage of their natural tendency to be curious, thereby enhancing the likelihood of new discoveries and inventions,” says CuriOdyssey Executive Director Rachel Meyer. “We need people who are curious and who feel free to tinker and explore without fear of failure. When curious people fail, they analyze their failure to understand it so they can do better the next time.”

Curiosity is at the very root of the scientific process. After observation the first step is to ask, “Why?” Supporting kids’ natural curiosity at an early age about what makes the world work is the best way to excite their interest in STEM. Whether kids aspire to become scientists or artists, science fluency, like being fluent in a language, will make them better at it. If we do not spark curiosity, future generations will not understand the benefits of being science-fluent.

Curiosity is the mark of an active, open, observant mind and helps us see learning as fun, fueling imagination, creativity and innovation. It prepares the brain for learning and makes subsequent learning more rewarding. Research also shows that curiosity is just as important as intelligence in determining how well students do in school.

We know that kids’ curiosity leads to cognitive growth and a new understanding of the world around them, so we feed their quest for knowledge with a unique collection of hands-on experiences and opportunities that prompt questions and exploration. What does an owl eat? How does gravity work? What are the patterns found in nature? What causes chaotic motion? How does light change colors? Why does a snake shed its skin? 

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Founded in 1953 as a junior museum in San Mateo, CA, the museum was rebranded in 2011 as CuriOdyssey, catalyzing growth in audiences, educational programs and exhibits. During the past ten years, CuriOdyssey's annual average attendance grew from just under 70,000 to approximately 200,000 annually, and the exhibit collection has more than doubled to 48 works.

Educational programs (including public school field trips and free programming for underserved schools and groups) now serve thousands of children annually. CuriOdyssey developed one of the most sought after science camp programs for young children in the community.

Voices from the Field: Sally Baker from The Institute for Arts Integration and STEAM

Source: www.pexels.com By Sam Piha  “STEAM Education is an approach to learning that uses Science, Technology, Engineering, the Arts and Mat...