4,181 research outputs found
Educational robotics for communication, collaboration and digital fluency
This paper is the experience-based summary of the work with the design, implementation and results from an “Educational Robotics and Creativity Workshop” under the EU funded Horizon 2020 project “ER4STEM – Educational Robotics for Science, Technology, Engineering and Mathematics”. This paper gives an overview of the empirical data obtained from the post-workshop questionnaires, completed by the participants from 13 educational robotics workshops, performed in 7 schools (public and private) in Bulgaria with 312 students (142 girls and 170 boys) in the time period from February 16, 2016 until May 31, 2016. The students were between 7 and 14 years old with the majority of them aged between 9 and 10 years old
Global Teamwork: A Study of Design Learning in Collaborative Virtual Environments
With the recent developments in communication and information technologies, using Collaborative Virtual Environments (CVEs) in design activity has experienced a remarkable increase. In this paper we present a collaborative learning activity between the University of Sydney (USYD), and the Istanbul Technical University (ITU). This paper shares our teaching experience and discusses the principles of collaborative design learning in virtual environments. Followed by a study on students’ perception on the courses and collaborative learning in both universities, this paper also suggests future refinements on the course structure and the main areas of collaborative design learning.
Keywords:
Collaborative Design; Collaborative Virtual Environments; Design Teaching And Learning</p
Coding as literacy in preschool: a case study
Coding is increasingly recognized as a new literacy that should be encouraged at a young age. This understanding has recontextualized computer science as a compulsory school subject and has informed several developmentally appropriate approaches to computation, including for preschool children. This study focuses on the introduction of three approaches to computation in preschool (3–6 years), specifically computational thinking, programming, and robotics, from a cross-curricular perspective. This paper presents preliminary findings from one of the case studies currently being developed as part of project KML II—Laboratory of Technologies and Learning of Programming and Robotics for Preschool and Elementary School. The purpose of the KML II project is to characterize how approaches to computation can be integrated into preschool and elementary education, across different knowledge domains. The conclusions point to “expression and communication” as an initial framework for computational approaches in preschool, but also to multidisciplinary and more creative methodological activities that offer greater scope for the development of digital and computational competences, as well as for personal and social development.This research was funded under the project KML II—Laboratory of technologies and
learning of programming and robotics for preschool and elementary school, which is co-funded
by FEDER through the COMPETE 2020- Operational Thematic Program for Competitiveness and
Internationalization (POCI) and national funds through FCT- Portuguese Foundation for Science and
Technology under project reference number PTDC/CED-EDG/28710/2017
Overview of technologies for building robots in the classroom
This paper aims to give an overview of technologies that can be used to implement robotics within an educational context. We discuss complete robotics systems as well as projects that implement only certain elements of a robotics system, such as electronics, hardware, or software. We believe that Maker Movement and DIY trends offers many new opportunities for teaching and feel that they will become much more prominent in the future. Products and projects discussed in this paper are: Mindstorms, Vex, Arduino, Dwengo, Raspberry Pi, MakeBlock, OpenBeam, BitBeam, Scratch, Blockly and ArduBlock
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The Tech Café, A Social Action Makerspace: Middle school students as change agents
Makerspaces are fertile grounds for students to develop innovative products infused with STEAM principles and cross disciplinary content knowledge; build technological fluency; and support positive developmental growth. Yet, rarely do Makerspaces prioritize these outcomes. Rather, they tend to revolve around the creation of novel objects using cutting-edge technology; craftwork unhinged from their historical, social, political, or academically-relevant underpinnings; and/or the hacking of so-called “black boxes”. What happens when an educator designs and implements a research-based and content-driven in-school Makerspace? Drawing on field observations, interviews, artifact analysis, and the Developmental Assets Profile (DAP) survey, this mixed methods study explored the experiences of students from two urban middle school classes (n=51) who participated in a social action themed Makerspace called the “Tech Café.” Working from a transformative research perspective, the Tech Café also sought to address the “participation divide”— a term suggesting that higher socioeconomic status students have more opportunity to produce media creatively than students of low socioeconomic status. Qualitative results indicated that students reported increased agency in their ability to effect positive change in their world. They engaged in powerful collaborations with diverse members of the school’s learning community as they worked toward solutions using low- and high-technology tools. Their products included a cigarette smoke detecting shirt, an edible insect bug stand, and a stationary making kit utilizing recycled paper. Student profiles incorporated their chosen social issue; steps and challenges in product creation; and outcomes pertaining to technological fluency and sense of agency to affect change. Findings showed that students may have benefited from scaffolding to deepen their understanding of important social issues through research. Quantitative results of the DAP were statistically analyzed according to measures of Positive Identity, Positive Values, Commitment to Learning, Empowerment, and Social Competencies and indicated that no statistically significant differences existed in the pretest-posttest survey scores of participants (n=30). However, a descriptive analysis of score improvement showed that students who successfully created products in the Tech Café moved to higher DAP score ranges more often than those who did not create products. The study concludes with recommendations pertaining to the implementation of Makerspaces in schools
Opening doors: a collective case study of integrating technology in the preschool through 3rd grade classroom in a developmentally appropriate way
Children today are growing up in a technology-saturated world and yet early childhood teachers do not typically include technology in their classrooms, or if they do, they include it inappropriately. The literature states that integrating technology in early education can yield many benefits, but many teachers of young children avoid using technology because they do not know how to incorporate it appropriately. This dissertation is an exploratory observational study of early childhood teachers (preschool through third grade) who integrate technology in their programs in developmentally appropriate ways. This study involved three classroom teachers who were identified as model teachers at integrating technology in their classrooms: a preschool teacher and two kindergarten teachers. The study was guided by the recommendations from the National Association for the Education of Young Children (NAEYC) and the Fred Rogers Center for Early Learning and Children\u27s Media at Saint Vincent College (2012) position statement for early childhood teachers in the appropriate use of technology and digital media in the early childhood classroom. In this exploratory collective case study, visits to the classrooms were conducted several times and observations were performed. Checklists and field notes were used to record the findings. The teachers were interviewed before and after the observations to create a clearer picture of the classroom practices. This resulted in three cases that can serve as examples for teachers on how to integrate technology in the early childhood classroom in a developmentally appropriately way for young children. This study also provides recommendations for teachers who want to provide children with digital learning tools that can extend, enrich, and scaffold their learning. This study contributes four conclusions and five recommendations to guide teachers in integrating technology in a developmentally appropriate way for young children
Selected NSF projects of interest to K-12 engineering and technology education
The National Science Foundation (NSF) portfolio addressing K-12 engineering and technology education includes initiatives supported by a number of programs. This list includes projects identified by searching lists of awards in the respective NSF programs as well as projects suggested for inclusion by researchers, practitioners, and program officers. The list includes projects concerned with standards in technology education, teacher professional development, centers for learning and teaching, preparation of instructional materials, digital libraries, and technological activities in informal settings, as well as small numbers of projects in several other areas. This compilation provides current information on projects of interest to educators, instructional designers, consultants, and researchers who are concerned with the development, delivery, and evaluation of instruction to develop technological literacy, particularly in K-12 engineering and technology education. Projects are grouped under headings for each program providing primary funding. Within each program, the award numbers determine the order of listing, with the most recent awards at the beginning of the list. Each award entry includes the project title, NSF award number, funding program, amount of the award to date, starting and ending dates, the principal investigator (PI), the grantee institution, PI contact information, the url of the project Web site, a description of the project’s activities and accomplishments, relevant previous awards to the PI, products developed by the project, and information on the availability of those products
Exposing Students to STEM Careers through Hands-on Activities with Drones and Robots
Autonomous robots have been used in a variety of ways from collecting specimen in hazardous environments to space exploration. These robots can be found in various manufacturing systems as Autonomous Guided Vehicles (AGVs) to transport parts and assemblies throughout the manufacturing system. They have also been used as a vehicle to convey design thinking and other STEM-related concepts in mechanical engineering/mechanical engineering technology, electrical engineering/electrical engineering technology, computer science, and computer engineering. Various outreach events have included robotics based activities that engage students in building and programming autonomous robots for the purpose of achieving a specific task. These events are often found in schools in a form of STEM outreach, career days, robotic competitions, or during residential on-campus programs. This paper focuses on three robotics related sessions conducted during a three-day summer residential program for high school students offered at Old Dominion University, Norfolk, Virginia during the summer educational program named ODU BLAST. ODU BLAST is part of a Virginia Space Grant Consortium initiative called Building Leaders for Advancing Science and Technology (BLAST), offered at three different universities in the Commonwealth of Virginia
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