7,965 research outputs found

    Towards 2030. Enhancing 21st century skills through educational robotics

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    Recent technological advances require new learning and teaching methods and a reform of traditional school curricula to promote STEM and 21st-century skills. Educational robotics is considered a powerful tool, not only to learn programing, but also to enhance soft and transversal skills, such as problem-solving, metacognition, divergent thinking, creativity, and collaboration. This contribution presents a one-year research project aimed at integrating maker education and educational robotics into the primary and lower secondary school curriculum. The project is developed through a multidisciplinary and longitudinal approach and adopts the Design-Based Implementation Research methodology. It involved 50 fourth and fifth grade Italian students until the following school year. As an integrating background theme, we chose the 17 Goals outlined by the UN in the 2030 Agenda. Each selected goal was addressed by solving challenges in groups. Educational robotics became a tool for learning many concepts, such as renewable energies, human body systems or states of matter, but especially for working on creativity and ability to design, build, collaborate, and revise. We investigated students’ attitude toward STEM and 21st-century skills and their perceived school self-efficacy administrating two questionnaires pre and post the two parts of the project. This paper discusses findings on students’ attitude toward 21st-century skills. In the post analyzes of both Part 1 and 2, this field showed the highest scores compared to STEM fields. The pre-post data show an improvement in organizational, interpersonal, and leadership skills from Part 1, but also a gradual increase in personal and management skills

    Transforming pre-service teacher curriculum: observation through a TPACK lens

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    This paper will discuss an international online collaborative learning experience through the lens of the Technological Pedagogical Content Knowledge (TPACK) framework. The teacher knowledge required to effectively provide transformative learning experiences for 21st century learners in a digital world is complex, situated and changing. The discussion looks beyond the opportunity for knowledge development of content, pedagogy and technology as components of TPACK towards the interaction between those three components. Implications for practice are also discussed. In today’s technology infused classrooms it is within the realms of teacher educators, practising teaching and pre-service teachers explore and address effective practices using technology to enhance learning

    Teaching and learning in virtual worlds: is it worth the effort?

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    Educators have been quick to spot the enormous potential afforded by virtual worlds for situated and authentic learning, practising tasks with potentially serious consequences in the real world and for bringing geographically dispersed faculty and students together in the same space (Gee, 2007; Johnson and Levine, 2008). Though this potential has largely been realised, it generally isn’t without cost in terms of lack of institutional buy-in, steep learning curves for all participants, and lack of a sound theoretical framework to support learning activities (Campbell, 2009; Cheal, 2007; Kluge & Riley, 2008). This symposium will explore the affordances and issues associated with teaching and learning in virtual worlds, all the time considering the question: is it worth the effort

    Fostering computational thinking skills : a didactic proposal for elementary school grades

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    There is a growing presence of technology in the daily lives of elementary school students, with a recent exponential rise due to the constraints of remote teaching during the COVID-19 pandemic. It is important to understand how the education system can contribute to helping students develop the required skills for technological careers, without neglecting its obligation to create conditions that allow them to acquire transversal skills and to enable them to exercise full citizenship. The integration of Educational Robotics and block programming activities in collaborative learning environments promotes the development of computational thinking and other ICT skills, as well as critical thinking, social skills, and problem solving. This paper presents a theoretical proposal of a didactic sequence for the introduction to educational robotics and programming with Scratch Jr. It is composed of three learning scenarios, designed for elementary school teaching. Its main goal is to create conditions that favour the development of computational thinking in a collaborative learning environment. With increasing complexity and degree of difficulty, all the tasks root from a common problem: How can we create an algorithm that programs the robot/sprite to reach a predetermined position?info:eu-repo/semantics/publishedVersio

    Teacher training on Educational Robotics: a systematic review

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    3noopenThis study systematically reviews the literature concerning structured training experiences with Educational Robotics (ER) by in-service teachers (ISTs) and pre-service teachers (PSTs). The sixteen papers selected highlight the relevance of these courses in order to update professional identity and to support professional development (PD) beginning with undergraduate education. Through these training sessions, both ISTs and PSTs adapted and integrated their knowledge about robotics and the pedagogy behind it, coming to understand the benefits that new technologies can offer. Therefore, they built a positive attitude towards ER and enhanced their self-efficacy. This enables teachers to properly integrate ER in the classroom, using a more conscious and less obsolete methodology. Consequently, they become, together with their students, active co- designers of the educational process. Finally, improvements in teaching methods and contents will significantly impact on the learning process, especially in terms of motivation and inclusion.openGiannandrea, L.; Gratani, F.; Renieri, A.Giannandrea, L.; Gratani, F.; Renieri, A

    Makers at School, Educational Robotics and Innovative Learning Environments

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    This open access book contains observations, outlines, and analyses of educational robotics methodologies and activities, and developments in the field of educational robotics emerging from the findings presented at FabLearn Italy 2019, the international conference that brought together researchers, teachers, educators and practitioners to discuss the principles of Making and educational robotics in formal, non-formal and informal education. The editors’ analysis of these extended versions of papers presented at FabLearn Italy 2019 highlight the latest findings on learning models based on Making and educational robotics. The authors investigate how innovative educational tools and methodologies can support a novel, more effective and more inclusive learner-centered approach to education. The following key topics are the focus of discussion: Makerspaces and Fab Labs in schools, a maker approach to teaching and learning; laboratory teaching and the maker approach, models, methods and instruments; curricular and non-curricular robotics in formal, non-formal and informal education; social and assistive robotics in education; the effect of innovative spaces and learning environments on the innovation of teaching, good practices and pilot projects

    A Proposed Problem-Based Learning Model Based on Cognition and Creativity Skills Among Creative Art Students

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    To address the complicated difficulties confronting future generations, creativity is required. Most people have creative skill. The challenge is in stimulating, accessing, teaching, or developing such capacity in those persons. However, in many educational settings, innovation is actively discouraged. Students' talents deteriorated as they advanced from middle to high school. Some people can regain their creative powers, while others are doomed to lack them for the rest of their lives. Similarly, physical fitness benefits everyone, regardless of athletic ability. Creativity, regardless of the degree of creativity present in a person, is seen to aid all who may confront serious future obstacles. Teachers who understand what defines creative achievement and who use that knowledge to establish high objectives for themselves and their peers may benefit students of all ability levels. As a result, the purpose of this study is to present a creative problem solving (CPS) model as a resource for developing students' creative thinking
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