Innovation
Innovation is central to the IB
At AIS every student studies the world renowned International Baccalaureate (IB) curriculum. We encourage students to live by the IB Learner Profile to enable learning and to develop themselves as active, compassionate and lifelong learners.
By modeling Learner Profile traits, of being reflective, risk-takers, knowledgeable, open-minded, inquirers and thinkers who are also caring, balanced principled and skilled communicators, AIS students are perfectly poised to innovate.
Introduction
In today's rapidly evolving world, STEAM education is more crucial than ever. It equips young minds with the skills and knowledge they need to thrive in the 21st century. By fostering creativity, critical thinking, and problem-solving abilities, STEAM programs empower students to become innovative thinkers and future leaders. At AIS, below are examples of what this currently looks like in our classrooms. Specific activities will change as new challenges and ideas for inquiry arise, both from students and educators.
STEAM Experiential Learning and Early Grades (3K-5)
- Kindergarten (3K - 5K): Hands-on exploration begins with basic tools and safety skills in the Fab Lab, and early coding introduction using Bee Bots. They investigate science topics with biosustainable materials like algae.
- Grade 1: Focus on agency-building through tinkering and the design-thinking cycle.
- Grade 2: Real-world design thinking projects, like solving issues tied to recent events, e.g., hurricane relief projects.
- Grade 3: Expansion into more technology, such as maker kits, and applying STEAM concepts to problem-solving within the school.
- Grade 4: Space and nature-themed projects, including machine learning basics, water testing, and AI exposure.
- Grade 5: Comprehensive projects integrating tools like Canva, podcasting, and bioengineering, paired with coding activities for science concepts such as gravity, energy, and anatomy.
Middle and Upper School
- Grade 6: Introductory projects to prepare for advanced design and computer science. The "Tiny Home Project" combines STEAM, innovation, and sustainable design.
- Grades 7 and above: Robust programs in advanced science and math, computer science, and an MYP/DP Design program. This prepares students for higher education, often placing them in their top-choice colleges. The curriculum includes Robotics, with teams reaching world competitions, and additional offerings in Product and Digital Design.
Extracurriculars and Special Programs
- Robotics (PS, MS, SS), STEAM internships, Olympiads (Math Olympiad, Science Olympiad, Math Kangaroo).
- Entrepreneurship Program - The Nest: Allows students to work on startup ideas with industry mentors, providing real-world business experience.
- Innovators Program and Inventure with GA Tech, where students create and pitch solutions for cash prizes.
- Space Club: High school students design experiments for the International Space Station.
- Lunch and Learns: Monthly sessions for middle and high schoolers with STEAM professionals.
- Girls in STEM Initiatives: Programs and events aimed at increasing STEAM access for underrepresented groups, including the school’s first Girls in STEM Conference.
Unique Programs and Community Support
- Clubs: Opportunities to create new clubs (e.g., AI, coding, investment) with faculty sponsors.
- STEAM/Innovation Focus: High-quality, accessible STEAM resources and experiences throughout all grades, preparing students for college and careers in STEM fields.
The school integrates STEAM deeply within both curricular and extracurricular contexts, ensuring students have well-rounded, real-world experience. The alignment with UN sustainability goals, real-world problem solving, and extensive project-based learning highlights a commitment to impactful education.
We ask our students to be inspired by how to shape their future for the better, and not be caught in the past.Through interdisciplinary connections, developing the whole student, encouraging them to pursue a wide range of activities both in and out of school - innovation happen; through science, the arts, language, and a culture of a global outlook.