STEAM Learning in formal and informal settings via craft and maker projects
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- Colleen Walton
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1 STEAM Learning in frmal and infrmal settings via craft and maker prjects ABSTRACT Teams f students creating digital artefacts using crafts, 3D printing, electrnics, micrcntrllers, and cmputer prgramming can result in significant science, technlgy, engineering, art, and mathematics (STEAM) learning. An ecsystem f carefully selected tls, diverse prject ideas, and a well-designed pedaggic structure can greatly facilitate this. The wrkshp will begin with a presentatin by the ecraft2learn prject funded by the Eurpean Unin s Hrizn 2020 Framewrk. This includes a unified user interface t a large set f tls fr ideatin, planning, creating, prgramming, and sharing. Supprt has been develped t enable children t create AI prgrams that rely upn clud services [1]. Learning analytics prvides guidance t teachers and caches [2] [3]. An augmented reality applicatin has been develped t aid team 3D design. Results frm pilt studies will be presented. Fllwing the ecraft2learn presentatins researchers frm the wrld ver that are wrking n incrprating the maker mvement int educatin and learning will present and demnstrate their wrk. Participants will determine tpics fr panel discussins. Authr Keywrds STEAM; STEM; Physical cmputing; Maker Mvement; Raspberry Pi; Arduin; Crafts; 3D design; 3D printing; Visual prgramming Classificatin Keywrds K.3.1 Cmputer Uses in Educatin; K.3.2 Cmputer and Infrmatin Science Educatin; H.5.2 Usercentered design; I.2.9 Rbtics; I.2.5 Prgramming Languages and Sftware This prject has received funding frm the Eurpean Unin s Hrizn 2020 Research and Innvatin Prgramme under Grant Agreement N
2 INTRODUCTION Many cnference attendees are fcussed n pieces f the wrkshp tpic. The wrkshp will prvide the pprtunity t see the bigger picture and discuss with thers wrking n ther pieces. Sme f the pieces are pedaggic, invlving different ways f intrducing maker culture and technlgies fr educatin t supprt student prjects. This invlves nt nly the making stage but als the idea frmatin, the planning, the prgramming f the behaviur f the student creatins, and sharing. Other pieces are technlgical cnsisting f tpics arund electrnics, Arduins, Raspberry Pis, 3D design, 3D printing, blck-based prgramming language, AI clud services, augmented reality, and learning analytics. Other pieces f the big picture invlve the cnnectin with science and mathematics. And finally, there is als craft, design, and art. During the wrkshp we will put all f these pieces tgether. The ecraft2learn prject wrks n creating a relevant pedaggical mdel fr persnalised learning and teaching within science, technlgy, engineering, arts and math (STEAM) educatin. The aim is t clse the skills gap between the skills learned at schls and the skills needed in the ICT, design, and engineering sectrs, which hinders ecnmic grwth. Digital technlgy assets can be used t help create an educatin and innvatin ecsystem t vercme these prblems. Digital technlgy has radically changed the way peple wrk in industry, finance, services, media and cmmerce [4] and has urged necessary crrespnding changes in educatinal systems. Hwever, there is a lack f prgress in the educatin arena [5]. Hence, recent studies shw that high percentages f cllege graduates can't find wrk, the drput rate is high and new generatins are mving back int their parents hmes after schl r cllege (see fr example [6]). Nevertheless, the digital trend indicates that tday's grade-schl children will end up at jbs that have nt been invented yet. Nwadays, several studies assure that digital fabricatin and making technlgies, if cupled with prper learning methdlgies such as Cnstructivism and Cnstructinism can prvide learning experiences that prmte yung peple s creativity, critical thinking, teamwrk, and prblem-slving skills, which are essential and necessary in the wrkplace f the 21st century [7]. Hwever, as early as 2008 an OECD reprt remarked that technlgy is everywhere, except in schls. In additin t this, mst uses f technlgies in educatin and training tday d nt supprt 21st-century learning skills. In many cases, new technlgies are simply reinfrcing ld ways f training and learning in current schl settings and very ften they are intrduced accrding t a narrw perceptin as being suitable nly fr talented yuth r nly fr Science-, Maths- r Engineering-riented majrs [8] [9]. Current develpments call fr a mve frm this elitism t the recgnitin that fluency with making technlgies represents knwledge and skills valuable fr every citizen. The ecraft2learn prject is researching, designing, pilting and validating an ecsystem based n digital fabricatin and making technlgies fr creating cmputer-supprted artefacts. The prject aims at reinfrcing persnalised learning and teaching in science, technlgy, engineering, arts and math (STEAM) educatin and t assist the develpment f 21st century skills that prmte inclusin and emplyability fr yuth in the EU. The prject is putting frward a learning ecsystem that integrates a craft- and prject-based pedaggy with technlgies fr making in rder t bring the maker culture int the educatinal arena. The ecraft2learn ecsystem supprts bth frmal and infrmal learning by prviding the apprpriate digital fabricatin, making technlgies, and prgramming tls thrugh a unified user interface. It is als incrprating mechanisms fr persnalised and adaptive learning ecraft2learn Hrizn
3 WORKSHOP STRUCTURE Mrning sessin - Laying dwn the theretical path Intrductin t the wrkshp - interactive activity amng participants (9:00 t 9:10 minutes) ecraft2learn presentatins. Presentatins by members f the ecraft2learn prject n tpics ranging frm technical and pedaggic research arund applying craft and Maker Mvement ideas and tls t learn science, technlgy, engineering, art, and mathematics (STEAM), a web-based unified user interface t tls and resurces, AI-extensins t Snap! t enable students t build intelligent apps and artefacts, learning analytics, and an augmented reality app designed t aid teams f students ding 3D designs. Cffee Break - free netwrking (10:00 t 10:15) Shrt presentatins and demnstratins frm accepted submissins, nt assciated with the ecraft2learn prject (60 minutes) A panel discussin driven largely by questins frm the participants. (60 minutes) Lunch break (prvided by IDC, 12:15 t 13:30) Afternn sessin - Hands n experience Hands-n experiences with the ecraft2learn ecsystem - pedaggical integratin t technlgies fr making (grup wrk using Raspberry Pis, Arduins, electrnics, and AI-extensins t the Snap! Visual prgramming language, thrugh the prpsed five stages pedaggical apprach). Participants will experience first-hand the Lighthuse Prject which invlves using a Raspberry Pi, an Arduin, LEDs, visual prgramming, and crafts. Tw levels f difficulties will be available accrding t hw fast the participants prgress with develping the task. (13:30 t 15:15) Cffee Break - free netwrking (15:15 t 15:45) Accepted submissins will have a time slt fr enabling the audience t interact with the systems r technlgies that they have been using/develping. Grup wrk will be encuraged. (15:45 t 16:45) Wrap up, cllectin f tips and best practices t bring the maker mvement t the classrm (we will require a pedaggical fcus n the given tips/best practices) (16:45 t 17:15) If, as we hpe, schl children visit the wrkshp during the last hur, the schedule may change a little. The full-day wrkshp will split the time equally between theretical aspects f making in educatinal settings including ecraft2learn prject reprts, participant presentatins, and the panel discussins (mrning sessin) and hands-n exercises frm the ecraft2learn prject as well as selected participants prject wrks (afternn sessin) ecraft2learn Hrizn
4 PRE-WORKSHOP PLANS ecraft2learn prject members frm 12 rganisatins spread ver 6 Eurpean cuntries will help recruit participants. The prject website will be used t advertise the wrkshp. POST-WORKSHOP PLANS We plan t write and publish a wrkshp reprt. All presentatins will be available n ur website. CALL FOR PARTICIPATION The STEAM Learning in frmal and infrmal settings via craft and maker prjects wrkshp will be a great pprtunity fr anyne interested in hw crafts, 3D printing, 3D design, electrnics, micrcntrllers, rbtics, visual prgramming, and AI can be used in creative ways by learners. In additin t hearing abut and seeing demnstratins f the wrk by twelve partners f the Eurpean ecraft2learn prject ( there will be participant presentatins and an audience-driven panel discussin. The secnd half f the wrkshp will cnsist f hands-n tasks. The first part f the hands-n tasks will be based upn activities pilted with children. Raspberry Pis, Arduins, sensrs, and craft material will be prvided. Please bring yur laptp. This will be fllwed by maker r physical cmputing activities that selected wrkshp participants wuld like t share. The wrkshp will fcus upn pedaggic, cultural, and scial issues in additin t the technical challenges f intrducing Maker technlgy int schls and infrmal settings. We encurage submissins abut research, experiences in the field, and wrk-in-prgress that invlves STEAM and the Maker Mvement. Papers must be frmatted accrding t ACM Extended Abstract Template and must nt exceed 2-4 pages. Authrs are encuraged t present their wrk as vides, dems r hands-n activities. Please specify this ptin during submissin and prvide infrmatin abut the dem. Send yur submissins t ffice@ecraft2learn.eu At least ne authr shuld attend the wrkshp and main cnference. Pssible presentatin tpics include (but are nt limited t this list): Maker mvement in schls Physical cmputing STEAM in the cntext f frmal and infrmal learning AI prgramming by children Learning analytics 3D printing and design in educatin Craft-based prjects Raspberry Pi and Arduin prgramming 2018 ecraft2learn Hrizn
5 ORGANIZERS Dr. Ken Kahn is a researcher at the University f Oxfrd. He has been researching prgramming envirnments fr children since he was a graduate student at the MIT AI Lab in the 1970s. He is the designer and implementer f several systems including TnTalk, the Behaviur Cmpser, and MPix, He has been actively publishing in the field f visual prgramming fr ver 25 years. Fr three winters he taught a curse n cmputatinal thinking and mdelling at the Natinal University f Singapre. He is the lead n the ecraft2learn effrts t enable students t build AI apps and artefacts. Dr. Calkin Suer Mnter is a senir researcher at edtech grup, Schl f Cmputing, University f Eastern Finland. Dr. Suer Mnter received her PhD in cmputer science frm Hkkaid University, Japan (2008). Her main research interests are related t Human Language Technlgies (HLT) applicatins such as cnversatinal system; designing and implementing algrithms fr text-based Affective Cmputing; investigating the scial acceptance f nvel human-cmputer interactins, such as gesture-based mbile interactins designs; and cmputer supprted cllabrative wrk in educatinal settings. Calkin is the ecraft2learn prject crdinatr. Dr. Christian Vigt has a degree in Business Infrmatics and a PhD in Infrmatin Systems (2008). He has extensive experience as prject manager, researcher and lecturer in a number f cuntries (Austria, Germany, Australia and Singapre). His main expertise lies in the use f technlgy t enable digital innvatins in educatin, wrkplaces and life in general (e-participatin). Christian jined the Centre fr Scial Innvatin in 2010, where he is leading the Knwledge & Technlgy Unit since Over the past years, he has been actively invlved in Eurpean research prjects related t educatinal technlgy, research e-infrastructures and fresight studies. Currently, Christian is wrking n scial innvatins prmting e-inclusin (crwdsurcing ge-data) and prmting learning netwrks in maker cmmunities. In the field f academia, he teaches at the University f Vienna ('Infrmatin technlgy and sciety' and 'Didactical design') and at the Danube University Krems ( P2P fr Scial Innvatin ). Dr. Nun Oter is an Assciate Prfessr at the Cmputer Science and Media Technlgy Department f the Faculty f Technlgy at Linnaeus University (LNU) in Sweden. He is interested n theries and cnceptual framewrks in Human-Cmputer Interactin, frm mre traditinal appraches taking a user centred perspective t mre recent trends fcusing n user s experiences with technlgies. In a nutshell, the questin driving his research cncerns the understanding f hw the prperties f distinct devices, cmputatinal artefacts and embedded external representatins impact n peple s activities (frm wrk related activities t educatinal and ludic cntexts). Dr. Marcel Milrad, PhD is a Full Prfessr f Media Technlgy at the Faculty f Technlgy at Linnaeus University (LNU) in Sweden. He is als the directr f the Center fr Learning and Knwledge Technlgies (CeLeKT). His current research interests include the design f learning envirnments t supprt learning abut cmplex dmains, cllabrative discvery learning and the develpment f mbile and wireless applicatins t supprt cllabrative learning. During the last years he has been serving as a prgram cmmittee member in a number f internatinal scientific cnferences such as CSCL, ICALT, WMUTE, ICCE and mlearn. He is als an editrial bard member in several scientific jurnals in the field f Technlgy Enhanced Learning. He has acted as an executive member f the IEEE Cmputer Sciety Technical Cmmittee n Learning Technlgy (LTTC) and he is ne f the initiatrs f the IEEE Internatinal Cnference n Wireless and Mbile Technlgies in Educatin (WMTE) ecraft2learn Hrizn
6 WORKSHOP WEBSITE ACKNOWLEDGEMENTS The ecraft2learn prject is funded by the Eurpean Unin's Hrizn 2020 Crdinatin & Research and Innvatin Actin under Grant Agreement N REFERENCES 1. Kahn, KM and Winters, N, (2017). Child-friendly prgramming interfaces t AI clud services. EC- TEL 2017: Data Driven Appraches in Digital Educatin, 10474, Jrmanainen, I., and Sutinen, E. (2014). Rle blending in a learning envirnment supprts facilitatin in a rbtics class. In Jurnal f Educatinal Technlgy & Sciety, 17(1), Suer Mnter, C., and Suhnen, J. (2014). Emtin analysis meets learning analytics: nline learner prfiling beynd numerical data. In Prceedings f the 14th Kli calling internatinal cnference n cmputing educatin research (pp ). ACM. 4. Bttin and Chiccariell (2015) Cmputatinal Thinking: Videgames, Educatinal Rbtics, and ther Pwerful Ideas t Think with, 5. Eurpean Cmmissin, 2013, Survey f schls: ICT in educatin 6. Kaplan, G. (2012). Mving back hme: Insurance against labr market risk. Jurnal f Plitical Ecnmy 120(3), Schön, Sandra, Martin Ebner, and Swapna Kumar. (2014). The Maker Mvement Implicatins frm mdern fabricatin, new digital gadgets, and hacking fr creative learning and teaching, elearningpapers, 8. Mäkital-Siegl, K., Khnle, C., and Fischer, F. (2011). Cmputer-supprted cllabrative inquiry learning and classrm scripts: Effects n help-seeking prcesses and learning utcmes. Learning and Instructin, 21(2), Valtnen, T., Sintu, E., Mäkital-Siegl, K., and Kukknen, J. (2015). Develping a TPACK measurement instrument fr 21st century pre-service teachers. Seminar.net: Internatinal Jurnal f Media, Technlgy & Lifelng Learning,11(2) 2018 ecraft2learn Hrizn
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