9,269 research outputs found

    Board games as a teaching tool for technology classes in Compulsory Secondary Education

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    Aquest treball estudia la tècnica coneguda com game-based learning, és a dir, l’ús dels jocs com a eina didàctica. Primer que res, es fa recerca sobre els treballs ja existents i es veu que, tot i haver-hi articles sobre game-based learning, és difícil trobar-ne de relacionats amb la tecnologia, més enllà d’ensenyar a programar. A continuació, es revisen els continguts curriculars i les competències de secundària i es relacionen amb alguns jocs de taula ja existents, dels quals es detallen breument les regles de joc. Es veu que hi ha continguts curriculars, pels quals es difícil trobar un joc que hi encaixi. A més a més, es desenvolupa la idea d’un nou joc de taula, basat en el ja existent Party & Co., per treballar alguns dels continguts curriculars pels quals no s’ha trobat cap joc existent que s’hi escaigui. Finalment, s’explica una experiència duta a terme durant el període de pràctiques en el centre escolar al curs de 3r d’ESO. Es disposava de tres grups i en tots tres es va seguir la mateixa programació: classe introductòria expositiva, una sessió de muntatge de robots LEGO, 4 sessions de programació i un petit test. En un dels tres grups, però, es va fer una classe prèvia extra on es va jugar a un joc de taula anomenat RoboRally. Els objectius eren dobles: que aprenguessin la importància de l’algorísmica i que s’ho passessin bé. Els resultats mostren que aquest grup va treballar més i millor. En el treball s’analitzen els resultats obtinguts

    Building ArtBots to attract students into STEM learning

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    There is an increasing worldwide demand for people educated into science and technology. Unfortunately, girls and underprivileged students are often underrepresented in Science, Technology, Engineering and Mathematics (STEM) education programs. We believe that by inclusion of art in these programs, educational activities might become more attractive to a broader audience. In this work we present an example of such an educational activity: an international robotics and art week for secondary school students. This educational activity builds up on the project-based and inquiry learning framework. This article is intended as a brief manual to help others organise such an activity. It also gives insights in how we led a highly heterogeneous group of students into learning STEM and becoming science and technology ambassadors for their peers

    Understanding the Influence of Academic Experiences on the Academic Motivation and Engagement of Early College High School Students

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    The early college high school (ECHS) model was implemented to increase the number of underrepresented students who attain a college degree by immersing students in a postsecondary environment and providing them with the necessary skills to experience success. This qualitative instrumental case study explored how ECHS students perceived their academic experiences as meaningful and how such experiences influenced academic motivation and engagement. The study site was an ECHS located in Texas. All 11 participants were currently enrolled in 11th or 12th grade at the ECHS. Data was collected through semistructured interviews, observational notes, and artifacts. Synthesized member checking was conducted following transcription of interviews to increase credibility of results. Data triangulation also allowed for increased validation to results. The results of this study indicated that participants perceive their academic experiences as meaningful when those experiences lead to personal connection, gave a sense of direction, and resonated with the participant. Unexpectedly, the results indicated the importance of academic experiences in aiding students in the formation of their educational identity

    Programming of an educational robot to be applied in STEAM areas

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    Mestrado de dupla diplomação com a UTFPR - Universidade Tecnológica Federal do ParanáThe world is increasingly digital. Countries around the world strive to attract and prepare future generations to occupy the positions, where, for the most part, they will focus on Science, Technology, Engineering, Arts and Mathematics (STEAM). An approach already consolidated in the literature is the use of robots applied in education to encourage students to develop essential skills such as critical thinking, problem-solving and computational thinking. This work, linked to the RoboSTEAM project, aims to explore educational robots that can be applied in this context, considering that most approaches use LEGO’s platform, which can sometimes be difficult to access due to its high price. The robot used was the mBot in which it uses the mBlock 5 software to program it, from the MakeBlock Co. Ltd. company, being applied in two educational approaches during the execution of the project in which it is based on challenge based-learning methodology. A methodology for adding sensors to the mBot has been also explored. Finally, evaluations were made about the performance of students who participated in this project

    Bio-techno-practice. Personal and social responsibility in the academic work

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    The new challenges posed by biomedicine and biotechnologies ask for a deeper consideration on the relationship among science, knowledge and social responsibility. On one hand, in fact, technologies seem to shape our idea of human progress and scientific understanding of the natural world and of life in particular. On the other hand, a thoughtful consideration on the philosophical foundations of science as human enterprise is required. This also opens important questions about the new emerging paradigms of ‘excellence’ in the academic, social and market fields and on the role that universities play in training the future leaders and professionals of our society. After a short review of the contemporary philosophical reflections on the unity of knowledge, which is the origin and the goal of academic work, we argue that adherence to our current challenges through the bio-techno-practice prism is a fecund driving force of the academic activities. Moving from the experience of an international project, we also discuss the impact that such interdisciplinary activities have on what we call hidden curriculum, i.e. the embodied style of (skills that allow) people in taking care of each other in their physical, social, professional and scientific needs
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