scholarly journals TECHNOLOGICAL TOOLS: FROM TECHNICAL AFFORDANCES TO EDUCATIONAL AFFORDANCES

2018 ◽  
Vol 76 (2) ◽  
pp. 116-120 ◽  
Author(s):  
Nicos Valanides

Modern technology is transforming in an accelerating rate our physical, economic, cultural and educational environments. The new generation of learners, both adults and students of all ages, is surrounded by a multitude of technological tools, and these tools (computers, robots, software, internet etc.) are used ubiquitously not only in learning environments, but in daily life as well. Today’s children are furthermore characterized as “digital natives” and are clearly distinguished from their teachers and adults who constitute the generation of “digital immigrants” (Prensky, 2001). Visual programming languages, specifically designed for young learners, provide additional programming tools that are integrated in robotics education as well, while additional advances provide support to the idea of following the STEM (Science, Technology and Engineering and Mathematics) approach.

2019 ◽  
Vol 15 (S367) ◽  
pp. 281-285
Author(s):  
Karen Hallberg

AbstractThis paper summarizes the talk given at this conference in which the cultural aspect of the low participation of women in science, mainly in STEM (Science, Technology, Engineering and Mathematics) areas, is emphazised. A few personal recollections will be presented and some some striking numbers to illustrate the current situation will be given. In addition, some thought provoking ideas on what is known as “neurosexism” are explicited and a tribute is made to three women that overcame the challenges posed to them in different times in history (including current times) and helped paved the way to the new generation. However, there is still a long way to go. The inclusion of women and of other relegated sectors of society in scientific and technological activities is an important pending issue which will be achieved when our society as a whole reaches the necessary cultural maturity.


2019 ◽  
Vol 17 (4) ◽  
pp. 347-360 ◽  
Author(s):  
Shara Cherniak ◽  
Kyunghwa Lee ◽  
Eunji Cho ◽  
Sung Eun Jung

Research on early childhood robotics education often focuses narrowly on teaching young children STEM (science, technology, engineering, and mathematics) concepts and skills. In this qualitative case study, our research team examined what happened when we worked with young children (age 7) and combined the technologies of robotics education with an inquiry approach, that is, an opportunity for students to collaboratively identify a problem arising from their own lived experiences and build a robot to solve it. We found that the process of children’s problem identification was dialogic, not only with peers and teachers but also with materials, as they defined and refined problems based on interactions with peers and objects. As this study was conducted at an economically disadvantaged public school in the Southern United States, we argue that early childhood robotics education has a great potential to engage young children in STEM learning in a personally meaningful manner and that an instructional approach fostering children’s inquiry and project-based learning through their problem finding and problem posing is effective in making STEM accessible to students from diverse backgrounds.


2021 ◽  
Vol 11 (18) ◽  
pp. 8343
Author(s):  
Jorge Collao ◽  
Fidel Lozano-Galant ◽  
José Antonio Lozano-Galant ◽  
Jose Turmo

The Building Information Modeling (BIM) methodology improves architectural and infrastructure projects by digitizing their processes throughout their life cycle stages, such as design, construction, management, monitoring, and operation. In recent years, the automation of these processes has been favored by the use of visual programming (VP) tools that have replaced conventional programming languages for visual schemes. The use of these tools in architectural projects is becoming increasing popular. However, this is not the case in infrastructure projects, for which the use of VP algorithms remains scarce. The aim of this work is to encourage both scholars and engineers to implement VP tools in infrastructure projects. For this purpose, this work reviews, for the first time in the literature, the state-of-the-art and future research trends of VP tools in infrastructure projects.


Electronics ◽  
2019 ◽  
Vol 8 (8) ◽  
pp. 899 ◽  
Author(s):  
Julio Vega ◽  
José M. Cañas

In western countries, robotics is becoming increasingly common in primary and secondary education, both as a specific discipline and a tool to make science, technology, engineering, and mathematics (STEM) subjects more appealing to children. The impact of robotics on society is also growing yearly, with new robotics applications in such things as autonomous cars, vacuum cleaners, and the area of logistics. In addition, the labor market is constantly demanding more professionals with robotics skills. This paper presents the PyBoKids framework for teaching robotics in secondary school, where its aim is to improve pre-university robotics education. It is based on the Python programming language and robots using an Arduino microprocessor. It includes a software infrastructure and a collection of practical exercises directed at pre-university students. The software infrastructure provides support for real and simulated robots. Moreover, we describe a pilot teaching project based on this framework, which was used by more than 2000 real students over the last two years.


2019 ◽  
Vol 14 (2) ◽  
pp. 122-133
Author(s):  
Wu Chen ◽  
Xin Tang ◽  
Ting Mou

Purpose The purpose of this paper is to provide some references for teachers who use KidsProgram or other graphic programming tools platform for STEAM (science, technology, engineering, arts and mathematics) education at distance by game-based teaching. From the design of the STEAM class, teachers can know how to stimulate students’ interest in programming and cultivating their ability to innovate and solve practical problems more clearly with KidsProgram. Design/methodology/approach This paper will explain the teaching design from ten aspects and implement it in real class to see the result. The ten aspects are situations creation, knowledge popularization, raising problems, analyzing problems, concepts introduction, interface design, logic design, self-evaluation and mutual evaluation, teacher comments and extension and innovation. With the KidsProgram platform, this paper takes “The Missile Convey,” a sub-course of “Discovery Universe” as an example. Through the situation created by the teacher, students brainstorm the dangers that the earth may encounter in the universe and then learn relevant scientific knowledge. Next, students raise and analyze problems according to the situation under the guidance of the teacher. Through the interaction with teachers, students review the programming concepts and the usage of corresponding coding blocks needed for the project, like “random number.” They need to carry out interface design and logic design for the project, and complete the project. After that, the students use the self-evaluation form and the mutual evaluation form to modify and then show and share the projects to the in front of the class. After self-evaluation and peer evaluation, the teacher will make a final summary evaluation and make some suggestions for improvement. From the students’ programming productions and the interviews with them, the teaching result can be known. Findings With elaborate teaching design and appropriate teaching strategies, students can flexibly use multi-disciplinary knowledge of science, technology, engineering, art and mathematics to solve problems in the process of creation, which is conducive to the cultivation and improvement of students’ comprehensive quality on KidsProgram classroom, under the guidance of STEAM education. In other words, in this class, students need to use engineering thinking to plan the whole project based on the understanding of scientific principles, design interfaces with artistic ideas, use mathematical knowledge for logical operations, and gradually solve technical problems with the above knowledge or methods in a comprehensive way. Originality/value The KidsProgram is a leading graphical programming tool platform in China in recent years. It deeply reconstructs the concept of Scratch designed by MIT. Graphic programming, a method of programming by dragging and dropping blocks containing natural languages, is different from traditional code programming. In this paper, the visualized cases in the class will be demonstrated in the “interface design” and “logic design.” This paper designs a course in STEAM education at distance via KidsProgram, hoping to provide some reference for other research on teaching of graphical programming tools.


2021 ◽  
Vol 2110 (1) ◽  
pp. 012016
Author(s):  
A I Agusty ◽  
F A Alifteria ◽  
M Anggaryani

Abstract What is a natural disaster? How much do we know about it? Modern technology undoubtedly helped people learn about natural phenomena that sometimes can be misdirected into disaster. Natural disasters can cause quite an enormous impact, such as property damage and the number of injured or dead victims. Disaster education that applied science, technology, engineering, and mathematics could be a potential strategy to prepare the local community in managing the risk of natural disasters. This study is part of literature research on the integration of STEM in disaster education focused on disaster learning media to increase students’ awareness of disaster prevention, impacts, and mitigation. This study aims to identify national and international journals related to STEM, disasters, and learning media; and evaluate the effectiveness of implementing STEM integrated learning media. In 2011-2021 there are 305 publications and 15 articles reviewed in this study. The results indicate that STEM-based disaster learning media can develop students’ ability to solve problems related to disaster mitigation and disaster knowledge. The development of learning media to teach disaster education need to be reviewed and adapted to the geographical conditions of Indonesia, several topics about disaster as recommendation for learning is disaster that often afflict Indonesia.


2016 ◽  
Vol 15 (2) ◽  
pp. 55-65 ◽  
Author(s):  
Lonneke Dubbelt ◽  
Sonja Rispens ◽  
Evangelia Demerouti

Abstract. Women have a minority position within science, technology, engineering, and mathematics and, consequently, are likely to face more adversities at work. This diary study takes a look at a facilitating factor for women’s research performance within academia: daily work engagement. We examined the moderating effect of gender on the relationship between two behaviors (i.e., daily networking and time control) and daily work engagement, as well as its effect on the relationship between daily work engagement and performance measures (i.e., number of publications). Results suggest that daily networking and time control cultivate men’s work engagement, but daily work engagement is beneficial for the number of publications of women. The findings highlight the importance of work engagement in facilitating the performance of women in minority positions.


Author(s):  
Jacqueline D. Spears ◽  
Ruth A. Dyer ◽  
Suzanne E. Franks ◽  
Beth A. Montelone

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