7,142 research outputs found

    Arts, Humanities, & Robotics in (STEAM) Education

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    O objetivo desta dissertação é enfatizar a articulação de três importantes temas que definem nosso presente e definirão nosso futuro - Artes e Humanidades, educação (STEAM) e Robótica. Espera facilitar a preparação das gerações futuras para a sociedade e economia do século XXI, bem como auxiliar na resolução de problemas de questões mundiais e minimizar os desafios colocados pela relação entre o homem e tecnologia complexa. O objetivo principal é compreender a forma ideal de incluir o 'A' na educação STEAM (K-12) com Robótica, também descobrindo como as escolas europeias estão a implementar STEAM (com ou sem Robótica) e o que especialistas e profissionais nessas áreas têm a dizer sobre esses assuntos. Para além da robusta revisão da literatura, dezasseis especialistas foram consultados, dez fizeram parte do mesmo painel no processo de questionários do Delphi Method e os outros seis foram entrevistados segundo a Critical Incident Technique. Devido à relevância dos temas em estudo, isto será útil para colegas investigadores e profissionais nestas três áreas. À medida que avançamos para um futuro cada vez mais tecnológico para o qual não parecemos estar preparados, o principal problema é a dissonância entre as disciplinas escolares e a falta de aplicabilidade do seu conteúdo na vida real. As STEAM e o conhecimento transdisciplinar têm ganhado força nos últimos anos e têm-se revelado como técnicas educativas adequadas e bem-sucedidas. A articulação das Artes com as áreas STEM tem mostrado resultados notáveis. Todas as áreas devem, desde que faça sentido, trabalhar juntas para fornecer aos alunos as ferramentas, o conhecimento e a educação certas para terem sucesso não apenas na economia global e no mercado de trabalho do Século XX, como também na vida.The purpose of this dissertation is to emphasise the articulation of three important themes that define our present and will define our future - Arts & Humanities, (STEAM) education, and Robotics. It hopes to facilitate the preparation of future generations for the 21st century society and economy, as well as to aid in the problem-solving of key world issues, and minimise the challenges posed by the relationship between men and complex technology. The main goal is to understand the ideal way of including the 'A' in STEAM (K-12) education with Robotics, by also figuring out how European schools are implementing STEAM (with or without Robotics) and what experts and practitioners in these areas have to say on these matters. In order to achieve such results, besides the robust literature review, sixteen experts were inquired, ten were part of the same panel on the Delphi Method questionnaire process, and the other six were interviewed according to the Critical Incident Technique. Due to the relevance of the study's themes, this will be useful and resourceful for both fellow researchers and practitioners in these three areas. As we go further into this evermore technological future for which we do not seem to be prepared for, the main problem is the dissonance between disciplines and the lack of their content's real-life applicability. STEAM and transdisciplinary knowledge have been gaining traction throughout the last years and have been proving themselves as suitable and successful educational techniques. The articulation between the Arts with the areas from STEM have proven to produce remarkable results. All areas must, while making sense, work together in order to provide students with the right tools, knowledge, and education to be successful not only in the global economy and job market of the 21st century, but in life too

    The Cord (March 5, 2014)

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    2019 Symposium on Education in Entertainment and Engineering

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    UNLV Magazine

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    Faculty Excellence

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    Each year, the University of New Hampshire selects a small number of its outstanding faculty for special recognition of their achievements in teaching, scholarship and service. Awards for Excellence in Teaching are given in each college and school, and university-wide awards recognize public service, research, teaching and engagement. This booklet details the year\u27s award winners\u27 accomplishments in short profiles with photographs and text

    PLACE Events 2016-2017

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    This document describes PLACE events at Linfield College for 2016-2017

    Annual Report, 2014-2015

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    Creative Computation for CS1 and K9-12

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    We present the design and development of a new approach to teaching the introductory computing course (CS1), at both the college-level as well as K9-12, using the context of digital art and creative computation. Creative computation is a highly interdisciplinary area combining theory and methodology from computer science and engineering with aesthetic principles and creative practices from the arts. Using the Processing programming language, students create a portfolio of aesthetic visual designs that employ basic programming constructs and structures typically taught in traditional CS1 courses. The goal of this approach is to bring the excitement, creativity, and innovation fostered by the context of creative coding. We have developed a web portal containing an extensive set of resources for adoption by others. A comprehensive textbook has also been published in 2013 [Greenberg et al 2013]. We present results from a comparative study involving multiple offerings of the new course at the two lead institutions as well as several other partner institutions. We also describe the success of bringing creative computation via Processing into two very different high schools that span the range of possibilities of grades 9-12 in American education. We report on how contextualized computing that supports integration of media arts, design, and computer science can successfully motivate students to learn foundations of programming and come back for more. The work of two high school teachers with divergent pedagogical styles is presented. They successfully adapted a college-level creative computation curriculum to their individual school cultures providing a catalyst for significant increases in enrollment and female participation in high school computer science

    Creative Computation for CS1 and K9-12

    Get PDF
    We present the design and development of a new approach to teaching the introductory computing course (CS1), at both the college-level as well as K9-12, using the context of digital art and creative computation. Creative computation is a highly interdisciplinary area combining theory and methodology from computer science and engineering with aesthetic principles and creative practices from the arts. Using the Processing programming language, students create a portfolio of aesthetic visual designs that employ basic programming constructs and structures typically taught in traditional CS1 courses. The goal of this approach is to bring the excitement, creativity, and innovation fostered by the context of creative coding. We have developed a web portal containing an extensive set of resources for adoption by others. A comprehensive textbook has also been published in 2013 [Greenberg et al 2013]. We present results from a comparative study involving multiple offerings of the new course at the two lead institutions as well as several other partner institutions. We also describe the success of bringing creative computation via Processing into two very different high schools that span the range of possibilities of grades 9-12 in American education. We report on how contextualized computing that supports integration of media arts, design, and computer science can successfully motivate students to learn foundations of programming and come back for more. The work of two high school teachers with divergent pedagogical styles is presented. They successfully adapted a college-level creative computation curriculum to their individual school cultures providing a catalyst for significant increases in enrollment and female participation in high school computer science
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