Aptly named “The Owlery” by one of our children, our STEAM room is a free-flowing, future-focused classroom where our pupils are given time and space to think creatively – it is also designed with a Minecraft inspired tree!

Welcome from the Head of STEAM, Paul Clifford

Mr Clifford is a highly experienced teacher, maker and creative technologist. A qualified teacher, Paul has also worked in the cultural and heritage sector as the Digital Learning Manager at the British Museum and Museum of London, and as Schools Officer at the V&A, designing, delivering and evaluating STEAM learning activities, courses and projects.

Mr Clifford, gives the kids the freedom to explore all things and guides them with compassion during their lessons. Learn more about our STEAM curriculum below, or download our STEAM Prospectus here!

Q&A with Paul Clifford

What is STEAM?

STEAM is an acronym for Science, Technology, Engineering, Art and Math and is a multi and interdisciplinary approach to learning and teaching. This holistic approach aims to provide students with a more well-rounded education by fostering creativity and critical thinking and emphasising the interconnectedness of these fields.

By fostering an environment where students can explore and integrate these disciplines, STEAM education aims to develop a new generation of innovators, critical thinkers and resilient and creative problem solvers equipped to tackle the challenges of the future.

What excites you most about your role at The Lyceum School?

This is a multi faceted role which, amongst other things, incorporates innovation, new and old technologies and concepts, cutting edge learning paradigms and real life learning but what most excites me is developing powerful and exciting learning opportunities with the pupils at the Lyceum.

What projects do the kids do during their year?

An array of projects designed to cover the subjects within STEAM using one or two as a focus and linking with other wider curricula for that year group. Projects include; building a remote controlled Mars rover that can navigate Martian terrain, and a musical instrument that uses simple circuits to trigger musical programs. mechanical automaton toys, designing and pitching innovative (Dragon Den’s style) and making geometric art with code.

We are constantly thinking of possibilities as well as giving agency to the pupils to create projects of their own.

How do you assess STEAM learning?

We use a combination of methods to capture a comprehensive picture of student learning. We evaluate not just content knowledge but also critical thinking, creativity, collaboration, problem solving and the ability to apply learning in integrated and innovative ways. We use Google Classroom to set and assess projects using uploaded work as well as observation of products they have made, peer and self assessment and presentations.

These are all added to the rubric we create in Google Classroom.

And finally, tell us what do you think STEAM at The Lyceum will look like in 3 years?

In three years we will have become an international champion of STEAM learning and the ‘Lyceum model’ will allow us to leverage new technologies, materials and techniques to keep redefining what STEAM learning is capable of and the incredible learning opportunities that it can deliver.