Holistic STEAM Education Through Computational Thinking: A Perspective on Training Future Teachers

Author(s):  
Arnold Pears ◽  
Erik Barendsen ◽  
Valentina Dagienė ◽  
Vladimiras Dolgopolovas ◽  
Eglė Jasutė
2022 ◽  
pp. 175-196
Author(s):  
Marja Bertrand ◽  
Immaculate Kizito Namukasa

Globally, computational thinking and coding in schools has become more popular as well as a growing area of interest in education reform. Coupling coding with creative thinking promises to meaningfully engage students in their learning and to improve their coding and computational thinking skills. This prompts discussions about STEAM (Science, Technology, Engineering, Arts, and Mathematics), which promotes creativity and innovation through the integration of the arts in STEM subjects. This study addresses the following question: What mathematics and computational thinking do students learn through different models of STEAM education in non-profit and in-school contexts? A small sample was taken of four different STEAM programs in Ontario, Canada. We carried out a qualitative case study with 103 participants, 19 adults and 84 students. The findings from this study have implications for designing, implementing and researching K-8 STEAM programs that promote coding and computational thinking skills in the context of learning mathematics.


Author(s):  
Tatyana Ivanovna Anisimova ◽  
Fairuza Musovna Sabirova ◽  
Olga Vasilyevna Shatunova

In today's digital society and economy, professions associated with high technologies are becoming increasingly in demand: programmers, system en-gineers, IT specialists, biotechnologists, project leaders, etc. In this regard, school graduates are required not just good knowledge of school subjects, but also knowledge interdisciplinary, the formation of which is a long pro-cess, starting as early as school, and only traditional methods are indispensa-ble. One of these innovative technologies is STEAM education. To imple-ment the concept of STEAM-education, the system of pedagogical education is tasked with training relevant personnel with the necessary competencies, among which the most relevant are meta-subjects and design and research skills. In our opinion, one of the possible innovations in the preparation of teachers for STEAM education is the inclusion of the “Robotics” discipline in the content of training future teachers of physics, mathematics, technolo-gy, visual arts, and others. The authors conducted a survey among future teachers studying at the Faculty of Mathematics and Natural Sciences and Engineering and Technology Faculties of the Elabuga Institute of Kazan Fed-eral University, showed that the problem of training graduates of general ed-ucational institutions to the challenges of the new time is more relevant than ever. Only 18% of respondents are aware of the existing the world and the country STEM and STEAM education programs, 15% of the students sur-veyed believe that they are ready to implement project activities STI and on-ly 10% of students believe that they are ready to lead project activities. These data indicate that not only the problem of teachers' readiness to im-plement new educational programs, but also the problem of preparing future teachers to implement practice-oriented educational activities based on the formation of design and research competencies, is coming to the fore.


Author(s):  
Oksana Buinytska ◽  
Svitlana Vasylenko

The article presents the experience of developing the digital competence level as one of the main components of future teachers’ success, including the implementation of STEAM education in the educational process of secondary education institutions. An overview of modern scientific publications was performed, mainly published by foreign researchers and also by researchers from Ukraine, which define the concept of digital competence, reveal different approaches to determine the level of digital competence of future specialists using the digital competence wheel; STEAM education and digital competence communication, formed enough to integrate STEAM principles into the educational process of secondary education institutions. The author presents the results of the implementation e-learning courses, that were developed for key disciplines in the specialization «Management of e-learning in the intercultural space» and joint research of IT in Education Laboratory staff, teachers of the Department of Computer Science and Mathematics and students of the Pedagogical Institute of Borys Grinchenko Kyiv University on training courses to enhance the digital competence of future teachers. The description of the two key disciplines of the e-learning course presents information on the development of integrated, professional and digital competences. While updating the content and selection of teaching methods, the recommendations and articles issued in the framework of the project «Modernization of Pedagogical Higher Education through the Use of Innovative Teaching Instruments» (MoPED) of the EU program Erasmus + KA2 – Development of Higher Education Capacity, No. 586098-EPP- 1-2017-1-UA-EPPKA2-CBHE-JP, JP, which is affiliated with Borys Grinchenko Kyiv University, are included.


2019 ◽  
Author(s):  
Corrienna Abdul Talib ◽  
Hassan Aliyu ◽  
Rainer Zawadzki ◽  
Marlina Ali

Author(s):  
Nataliia Morze ◽  
Viktoriia Vember ◽  
Mariia Boiko ◽  
Liliia Varchenko-Trotsenko

The article outlines the problem of future teachers preparation for implementation of STEAM education with the help of innovative learning models and new approaches to organization of educational process. The authors carried out the analysis of innovative classroom utilization peculiarities for organization of STEAM training of future teachers on the basis of innovative pedagogical technologies utilization and innovative forms of students’ learning activities organization that are based on the rotation model. In particular, objects of STEAM learning ecosystem were defined as well as the place and the role of learning environments there exemplified by innovative classroom (ICR). The article represents the results of the research on educational trends, innovative pedagogical technologies and methods of innovative classroom organization which will satisfy the needs of the learning process participants. These results are based on the survey where 198 students of Borys Grinchenko Kyiv University took part. Characteristics of innovative classroom, approaches to organization of ICR depending on the number of rotation stations, rotation models, their advantages and disadvantages are described. There is a description of innovative classroom in Borys Grinchenko Kyiv University which is designed as an educational centre for preparation of future primary school teachers, training teachers in the sphere of innovative technologies, in particular, to implement tasks of STEAM education. The practical part of the research is in description of STEAM lesson organization in the innovative classroom using the example of the training carried out using innovative classroom equipment, mentioned innovative technologies and models. The participants of the training had to perform a learning project using inquiry-based method where each stage of the project had to be fulfilled on a definite rotation station of the innovative classroom. The research leading to these results received, within the framework of the Modernization of Pedagogical Higher Education by Innovative Teaching Instruments. MoPED – KA2 CBHE – 586098-EPP-1-2017-1-UA-EPPKA2-CBHE-JP.


Author(s):  
Marja Bertrand ◽  
Immaculate Kizito Namukasa

Globally, computational thinking and coding in schools has become more popular as well as a growing area of interest in education reform. Coupling coding with creative thinking promises to meaningfully engage students in their learning and to improve their coding and computational thinking skills. This prompts discussions about STEAM (Science, Technology, Engineering, Arts, and Mathematics), which promotes creativity and innovation through the integration of the arts in STEM subjects. This study addresses the following question: What mathematics and computational thinking do students learn through different models of STEAM education in non-profit and in-school contexts? A small sample was taken of four different STEAM programs in Ontario, Canada. We carried out a qualitative case study with 103 participants, 19 adults and 84 students. The findings from this study have implications for designing, implementing and researching K-8 STEAM programs that promote coding and computational thinking skills in the context of learning mathematics.


2021 ◽  
Vol 13 (2) ◽  
pp. 11-17
Author(s):  
Floriana Falcinelli ◽  
Caterina Moscetti

Abstract In the school year 2020–2021, the Covid-19 pandemic imposed distance learning (in Italian, the DAD acronym is used). Therefore, the Degree Course in Primary Education Sciences of the University of Perugia has proposed an innovative programme for the training of future teachers by developing a distance learning laboratory focusing coding and computational thinking applied to teaching in kindergarten and primary school. During the educational technologies laboratory, held by Prof. Floriana Falcinelli, the students experimented coding both without computer (unplugged) and using the Scratch software. The programmed animations and video games were in direct connection with the Lifelong Kindergarten of the Massachusetts Institute of Technology (MIT) in Boston, where Scratch was created. The highly innovative aspects concerned both the proposed contents and the dimension of interaction and collaboration as entirely developed in online environments.


Author(s):  
Vitalii Hlukhaniuk ◽  
Viktor Solovei ◽  
Svitlana Tsvilyk ◽  
Iryna Shymkova

The purpose of the article is to substantiate an innovative methodology for implementing the content of STEAM (science, technology, engineering, arts and math) education through the organization of creative projects of future teachers of labour training and technology.The future teacher should be able to fulfil the tasks of integration of different subject areas, to use knowledge from different disciplines to describe the system of transformative activity; to make well-founded structural and technological decisions and put them into practice; to choose rational ways, to plan, predict and evaluate efficiency of transformative activity; to create spatial models of products or processes.Investigating this problem, we used the methods of research: analysis and synthesis to clarify the basic concepts and categories of STEAM education; conceptual analysis for comparing traditional and STEAM-oriented approaches, curricula and programs, psychological-pedagogical and scientific-methodical literature, materials of scientific-practical conferences on the problem of research, advanced innovative pedagogical experience.The organization of project activities contributes to the formation of sustainable motivation in teaching the disciplines on which STEAM education is based. Creating a product from conception to implementation, students are aware of the integral theoretical and practical importance of knowledge in the natural-mathematical and technical disciplines of cycles of general and vocational training.  


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