90,674 research outputs found

    Automating stem learning by engaging in artful-inspired play

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    A full range of experimental methodologies split between two distinct yet related projects was performed in an effort to define ways to automate STEM learning in artful-inspired play. Both projects aim to offer impactful learning experiences through artful-inspired activities meant to automate STEM (science, technology, engineering, mathematics) learning in children that are both scientifically and non-scientifically inclined. By participating in play that is both fun and engaging, learning is a byproduct of the activity which acts to automatically embed STEM knowledge and experiences within the user. Bridging the gap between STEM and artistic tendencies has the potential to provide a multi-faceted learning experience that could attract non-traditional STEM candidates, such as children with a passion for drawing. The first project presents the concept and initial prototype of a color-driven tangible learning environment that teaches mathematics, while the second project presents the preliminary results of longitudinal study conducted to analyze how children use hand-drawn sketching to expand and facilitate their design thinking for STEM-based activities. The Math Bright Blocks introduce a gaming module that intends to cognitively color code mathematical operations and automate STEM learning by achieving increased interest, cognitive speed, and excitement in children with regards to the field of mathematics. Conception, design, construction, and initial testing of the module were performed to innovate a new cross-cutting approach to education. However, through careful consideration, it was determined that the color space is too much of an unexplored arena and that additional theoretical frameworks and testing approaches are necessary for constructing an appropriate testing environment for color and its implications for children. Lastly, the ways children use sketching methods to communicate design ideas during a variety of activities in the Purdue sponsored GERI Toy Design Lab in Mechanical Engineering, including how color is utilized to communicate ideas, were evaluated. The activities that this observational research focuses on are those that purposefully implemented hand sketching; Marshmallow Tower, Sketching Workshop, and the NERF Blaster challenge. With only 17 participants, there are not enough data points to be able to offer any type of meaningful statistical significance. Therefore, this work acts to establish a foundation built upon initial observation on which future in-depth sketching analyses can be facilitated. Observations of the participants offered mixed results. The participants did not use sketching for iterative design, but suggested in the respective survey materials that sketching was important for design planning. Additionally, observations made during the NERF Blaster challenge suggest that children need a physical representation to visualize in order to be fully engaged in sketching for design. Color was rarely used to facilitate design communication, and when used, colors were seemingly chosen based on real-world representations

    A low-cost classroom-oriented educational robotics system

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    Over the past few years, there has been a growing interest in using robots in education. The use of these tangible devices in combination with problem-based learning activities results in more motivated students, higher grades and a growing interest in the STEM areas. However, most educational robotics systems still have some restrictions like high cost, long setup time, need of installing software in children's computers, etc. We present a new, Iow-cost, classroom-oriented educational robotics system that does not require the installation of any software. It can be used with computers, tablets or smartphones. It also supports multiple robots and the system can be setup and is ready to be used in under 5 minutes. The robotics system that will be presented has been successfully used by two classes of 3rd and 4th graders. Besides improving mathematical reasoning, the system can be employed as a motivational tool for any subject

    Talking to myself: reflections on Reframing A conversation reflecting on my experiences of using creative practice (specifically the Reframing technique) within a STEM context.

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    open access articleThis self-reflective conversation looks back on my experiences as an Art & Design practitioner delivering a workshop at the HEA STEM Conference. The focus is on one technique, Reframing, as part of a wider discussion of the way that creative practice can enhance student engagement. The conversation explores different applications of the Reframing method across disciplinary boundaries, and refers to academics who have inspired my work. I reflect on the way that my experiences at the conference have impacted on my pedagogic practice, philosophy and identity, using a non-traditional and light-hearted format designed to encourage both my own reflective process and reader engagement

    Computer Programming Effects in Elementary: Perceptions and Career Aspirations in STEM

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    The development of elementary-aged studentsā€™ STEM and computer science (CS) literacy is critical in this evolving technological landscape, thus, promoting success for college, career, and STEM/CS professional paths. Research has suggested that elementary- aged students need developmentally appropriate STEM integrated opportunities in the classroom; however, little is known about the potential impact of CS programming and how these opportunities engender positive perceptions, foster confidence, and promote perseverance to nurture studentsā€™ early career aspirations related to STEM/CS. The main purpose of this mixed-method study was to examine elementary-aged studentsā€™ (N = 132) perceptions of STEM, career choices, and effects from pre- to post-test intervention of CS lessons (N = 183) over a three-month period. Findings included positive and significant changes from studentsā€™ pre- to post-tests as well as augmented themes from 52 student interviews to represent increased enjoyment of CS lessons, early exposure, and its benefits for learning to future careers

    Learning computing heritage through gaming ā€“ whilst teaching digital development through history

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    This paper analyses the potential of computer games and interactive projects within the learning programmes for cultural heritage institutions through our experiences working in partnership between higher education and a museum. Gamification is cited as a key disruptive technology for the business and enterprise community, and developments in games technology are also driving the expansion of digital media into all different screen spaces, and various platforms. Our research aims to take these as beneficial indicators for pedagogic development, using gaming to support knowledge transfer related to a museum setting, and using the museum as a key scenario for our students to support the practice of game development. Thus gamification is applied as both a topic and a methodology for educational purposes

    Engaging Undergraduates in Science Research: Not Just About Faculty Willingness.

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    Despite the many benefits of involving undergraduates in research and the growing number of undergraduate research programs, few scholars have investigated the factors that affect faculty members' decisions to involve undergraduates in their research projects. We investigated the individual factors and institutional contexts that predict faculty members' likelihood of engaging undergraduates in their research project(s). Using data from the Higher Education Research Institute's 2007-2008 Faculty Survey, we employ hierarchical generalized linear modeling to analyze data from 4,832 science, technology, engineering, and mathematics (STEM) faculty across 194 institutions to examine how organizational citizenship behavior theory and social exchange theory relate to mentoring students in research. Key findings show that faculty who work in the life sciences and those who receive government funding for their research are more likely to involve undergraduates in their research project(s). In addition, faculty at liberal arts or historically Black colleges are significantly more likely to involve undergraduate students in research. Implications for advancing undergraduate research opportunities are discussed

    Education innovation through material innovation in primary education : the grow-it-yourself workshop

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    In recent years more STEM (Science, Technology, Engineering and Mathematics) topics have been incorporated in mainstream public education. Although the benefits of STEM instruction are broadly recognised in secondary school curricula, STEM topics in primary education are rather limited, leaving a gap in manipulative skills building and in preparation processes for the next school level. This paper reflects on the outcomes of a design workshop attended by 12 primary school students (9 to 12 years old) in Belgium. Mycelium, a fungi-based natural material now used in innovative sustainable applications, served as a means to introduce early learners engineering basics through self-made learning tools. Students grew their own 3-D structures to build a 'Grow-It-Yourself biodegradable playground using mycelium as a primary source. The paper stems from an in-progress research that investigates the opportunities of how mycelium as a material innovation can be used as a medium to create innovation in primary education through a learning-by-design approach. Reflections on the workshop's instructional guidelines are included along with an extension of the call for support for primary school teachers delivering STEM topics in their classes

    Service-learning and negotiation:Engaging students in real-world projects that make a difference

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