Crab Robot: A Comparative Study Regarding the Use of Robotics in STEM Education

Author(s):  
Icleia Santos ◽  
Elaine Cristina Grebogy ◽  
Luciano Frontino de Medeiros
2018 ◽  
Vol 4 (1) ◽  
pp. 101-116
Author(s):  
Juliana L. Fuqua ◽  
Anna Bargagliotti ◽  
Jefrey A. Phillips ◽  
Dorothea Herreiner ◽  
Laura DaSilva

ere is a growing recognition of the need for interdisciplinarity in science, technology, engineering and mathematics (STEM) education. The purpose of the present study is to identify antecedents, processes, and outcomes of an interdisciplinary, collaborative conference and ongoing collaboration. The Breaking Boundaries in STEM education conference was developed with multiple goals, including fostering collaborative interdisciplinary scientific writing for publication among teacher-scholars who participated in one of three interdisciplinary working groups. One hundred teacher-scholars with interest in STEM education participated in the conference. A comparative study of three working groups from the conference was conducted using a triangulation of qualitative and quantitative methods. Surveys and behavioral observations were completed at the conference, and phone interviews with attendees were conducted 3-4 months later. Groups varied in their readiness to collaborate. Several themes emerged that might explain why one group was highly productive, one group was moderately productive, and one group was not productive at completing publications after the conference. Groups with a narrower disciplinary span, stronger leadership presence, a paper champion, motivated leader, and a leader with a strong recent history of publishing on the topic, were more ready to collaborate, and they experienced faster, smoother completion of publications. Further research and more passage of time, such as a few years, is needed to determine the quantity, quality, span of disciplinarity, novelty, and generativity of the publications over time. The generalizability of these themes to other interdisciplinary collaborative studies is briefly discussed.


Author(s):  
Anirban Chakraborty ◽  
Zachary Simpson ◽  
Rani Deepika Balavendran Joseph ◽  
Gayatri Mehta

Educators in the STEM (science, technology, engineering, and mathematics) field are constantly employing different tools to make the process of education streamlined and fun. The digital gaming platform also called e-gaming platform has evolved as one of the key tools to make STEM education more accessible to students. UNTANGLED III is such an e-gaming platform that is based on STEM concepts and aims to bring in players from all educational backgrounds under a common platform. The data obtained from the game gave us insights on how males and females play the game. It has answered whether there are any significant differences in the gameplay strategies between males and females. The data pertaining to the types of puzzles that players, from both genders, chose and played, was also obtained. Males and females had no stark differences in the strategies that they used in solving the puzzles. They used similar kinds of moves and in fact solved similar kinds of puzzles of similar difficulty levels. During their gameplay sessions, both the males and the females visualized similar patterns in the puzzles as evident in their final solution. The performance of players from both the genders, based on the gameplay data was at par. Suggestions obtained from the current players and outreach events hold the key to increasing the overall participation in the game.


2020 ◽  
Author(s):  
Bruno Oliveira Ferreira de Souza ◽  
Éve‐Marie Frigon ◽  
Robert Tremblay‐Laliberté ◽  
Christian Casanova ◽  
Denis Boire

2001 ◽  
Vol 268 (6) ◽  
pp. 1739-1748
Author(s):  
Aitor Hierro ◽  
Jesus M. Arizmendi ◽  
Javier De Las Rivas ◽  
M. Angeles Urbaneja ◽  
Adelina Prado ◽  
...  

2001 ◽  
Vol 48 (2) ◽  
pp. 97-106 ◽  
Author(s):  
D. Martin ◽  
A. Arjona ◽  
I. Soto ◽  
N. Barquero ◽  
M. Viana ◽  
...  

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