scholarly journals Análisis del uso de la cultura maker en contextos educativos

2021 ◽  
Vol 39 (2) ◽  
pp. 143-168
Author(s):  
Adriana Alves Aleixo ◽  
Bento Silva ◽  
Maria Altina Silva Ramos

Este artículo presenta los resultados de una revisión sistemática de la literatura (RSL) con el objetivo de entender cómo la cultura maker ha sido implementada en los contextos educativos. La cultura maker manifiesta la idea que cualquier persona es capaz de construir y crear sus propios objetos a partir de herramientas tecnológicas. Por eso, se ha despertado el interés de los educadores ya que permite proporcionar a los estudiantes la posibilidad de asociar los contenidos curriculares con la práctica, de esta forma, los estudiantes se tornan protagonistas de su conocimiento. Protocolo de la RSL para responder las interrogantes de la investigación: ¿Que infraestructura y herramientas están siendo utilizadas? ¿Cuales son las estrategias más utilizadas? ¿Cuales son las principales ventajas y desventajas? Las experiencias educativas acontecen , principalmente, en espacios escolares y en los llamados FabLabs. La impresora 3D y los kits de arduinos son las herramientas más utilizadas. La metodología de enseñar basada en proyectos es la más usada. La principal ventaja recae en el fomento del trabajo cooperativo y colaborativo y las desventajas más significativas actúan en la falta de estructura y en la formación de los profesores para ejercer el enseño en el contexto innovador exigido por una ecología del aprendizaje inherente a la Sociedad de la Información en la que vivimos. Las experiencias educativas makers son vivencias que van más allá de las paredes del salon de clases y empoderan a los jóvenes, dándole la oportunidad para que sean constructores y transformadores de sus propias realidades. This article presents the results of a Systematic Literature Review (SLR) conducted to explore how maker culture has been implemented in educational contexts. Maker culture draws on the idea that anyone can build and create their objects from technological artefacts. Therefore, maker culture has increased educators' interest in providing students with the possibility of associating curricular content with practices to make students protagonists in the construction of their knowledge. The SLR protocol was used to respond to three research questions: What infrastructures and tools are most used? Which methodologies are most used? What are the main advantages and disadvantages? Educational experiences occur, above all, in school spaces and the so-called FabLabs. The 3D printer and the arduino kit are the most used tools. Project-based learning is the most used methodology. The main advantage lies in fostering cooperative and collaborative work. The most significant disadvantages are the lack of infrastructure and of specific teacher training programs through which to approach the innovative learning ecologies typical of the Information Society in which we live. Maker educational practices are experiences that go beyond the classroom walls. These practices empower young people, giving them time and voice to be builders and transformers of their realities.

2020 ◽  
Vol 3 (2) ◽  
Author(s):  
Muhamad Khoirul Umam

In view of Islamic law Ethereum as a digital asset that is traded in cyberspace.The value of cryptocurrency surges and fluctuates, it is influenced by buying and selling demand. Indodax exchange is an official digital asset site in Indonesia that trades more than 40 digital currencies.The purpose of this study is to analyze whether cryptocurrency is worthy of value as money having a certain value, and also seen from the Indonesian government through Bank Indonesia has issued regulation No. 16/8/PBI/2014, which explicitly prohibits the use of bitcoin, Ethereum and altcoin for use in financial transactions in cash. So that raises research questions how the cryptocurrency law in the form of coin ethereum in Islamic law. The results of this study explain ethereum has advantages and disadvantages. Among its advantages is that users can use exchanges or transactions without a third service (bank), and can be traded at merchandise stores.However, ethereum losses are more frequent, such as fluctuating values each time, not listed as commodities, not watched by the Financial Services Authority (OJK), they present elements of gharar (uncertainty) and maysir (gambling) or (betting), which are used for money laundering and purchase of illegal drugs.Keywords: Cryptocurrency, Ethereum, Digital asset


2015 ◽  
Vol 33 (4) ◽  
pp. 497-504 ◽  
Author(s):  
IdaMae Louise Craddock

Purpose – The purpose of this paper is to describe the implementation of a mobile makerspace program in a public school setting. Insights, challenges, successes, projects as well as recommendations will be shared. Design/methodology/approach – This paper describes a mobile makerspace program in a public high school in Virginia. It discusses the growth of mobile making, the advantages and disadvantages of mobility, and how the program was implemented. Findings – Mobile makerspaces are a fast-growing manifestation of maker culture. It is possible to have a makerspace in a public school and take the maker culture to other schools in the area. Having a steady supply of students or library interns that are willing to travel to other schools is critical. Originality/value – Makerspaces in libraries is still a relatively new phenomenon. While the research is coming on stationary makerspaces, mobile making is a new horizon for the maker movement. This paper seeks to provide a description of one such program.


2021 ◽  
Vol 10 (1) ◽  
pp. 56-67
Author(s):  
SANDA VEREŞ ◽  
ADRIAN-DANIEL MUNTEAN

The current national and international context has determined teachers to evaluate teaching methods and utilise active student involvement strategies in the classroom during learning processes. This article presents the Flipped Classroom instructional model, analyses its application, and proposes stages to follow in order to create a successful flipped classroom. Even though the flipped classroom instructional model is not utilised in Romania, the authors aim to attract attention to it, presenting its advantages and disadvantages. A change is due in the current teaching paradigm and it is high time to promote an innovative learning framework using the flipped classroom instructional model.


1970 ◽  
pp. 379-409
Author(s):  
Miri Hilai

Mathematics has always presented a challenge, both for teachers and for pupils, all around the world. Teachers of mathematics of all time periods are interested in having their pupils master the mathematical skills and love math. They deliberate on ways of teaching-learning, because of the tremendous gaps in their pupils’ cognitive abilities and their non-uniform abilities to pay attention and to concentrate. It appears that the main solution in the frontal mathematics lessons is offered to the average pupils, but the main goal is to provide a solution for the entire classroom population. Over the years I have searched for different ways beyond frontal and individualized teaching, so that I could provide a solution for populations with different needs in the mathematics lessons. My search for alternative ways derived also from the need to promote the achievements and to boost the motivation, interest, curiosity, and enjoyment in the learning of mathematics. Contemporary research indicates that there is practical innovative learning which is active and involving; it is called project-based learning (PBL). PBL provides a solution for the improvement of the performances in mathematics, for the motivation of the pupils, and for the inspiration of interest and curiosity in and enjoyment from this field of knowledge. From my experience as a teacher in the past and from the reports of my students in the Gordon Academic College for Education in the PBL course, in such teaching a solution is provided for the different populations in the class. The pupils are engaged in learning in practical and realistic projects that are relevant to their lives. They are more active and autonomous, work cooperatively, and develop patterns of behaviour of independence in learning, self-orientation, and self-regulation. These skills and patterns of behaviour are important to their lives as adults and cultivate the six functions of the learner that are derived from the curriculum in Israel: sensory-motor, self-direction in learning and in its management, intrapersonal and interpersonal, cognitive and meta-cognitive.


Author(s):  
Yair Enrique Rivera Julio ◽  
Luis Gabriel Turizo Martínez

El presente trabajo muestra los resultados preliminares del proceso de enseñanza-aprendizaje para la generación de proyectos tecnológicos a través de la metodología de Aprendizaje Basado en Problemas (ABP), cuya importancia radica en la formación integral de los estudiantes en las áreas de programación y robótica constituida por una serie de pasos necesarios para una interacción secuencial y significativa que se originan en una simulación de software con arquitecturas open source como centro de aprendizaje didáctico, junto a una lluvia de ideas condicionadas en el aula de clase, diseñada para facilitar el uso de la electrónica en proyectos que permite diseñar prototipos de hardware basados en Arduino antes de ser armados físicamente. Al utilizar la metodología de aprendizajes ABP en la construcción de productos tecnológicos, se toman problemas planteados dentro del contexto social aplicando la enseñanza a través de temas avanzados como la robótica y la programación en sistemas, además de conjugar muchos aspectos dentro del sistema pedagógico en los proyectos tecnológicos a implementar donde se amerita el trabajo colaborativo, que es asumido dentro de sus integrantes como una conjugación de aspectos como la responsabilidad y las decisiones grupales.Palabras Clave: ABP (Aprendizaje Basado en Problemas), Arduino, prototipo, programación robótica.This work shows preliminary results of the PBL methodology in the teaching-learning process for generating Technological Projects, the importance lies in the comprehensive training of students in the areas of robotics and programming consists of a number of steps required for sequential and meaningful interaction originating from a software simulation with open source architectures as a learning resource center, next to brainstorm conditional on the classroom, designed for ease of use electronics technology projects allows us to design hardware prototypes based on Arduino before being physically armed. By using this method of learning in building technology products, problems are taken within the social context applying teaching through advanced topics such as robotics and programming systems, and combine many aspect in the pedagogical system projects implement technology where collaborative work, which is assumed within its members as a combination of aspects such as responsibility and group decisions is warranted.Keywords: PBL (Project Based Learning), Arduino, Prototype, Robotics programming.


2021 ◽  
Vol 5 (4) ◽  
pp. 515
Author(s):  
Ni Wayan Rati ◽  
Ni Nyoman Rediani

PjBL learning is one of the innovative learning models developed with a constructivist approach, where the learning process provides opportunities for students to be more active in the learning process. The purpose of this study was to identify the obstacles faced by teachers and parents in implementing the PjBL model in the network during the Covid-19 pandemic. The type of research conducted is descriptive qualitative. The sample of this research is 68 teachers and 390 students' parents. data collection methods used are interviews and questionnaires. Before using the instrument, the validity of the instrument was analyzed using the CVR, it was obtained that the CVR value for the teacher constraint questionnaire, the VCR results showed that the 38 instruments developed were valid with a score of 0.73-1. Meanwhile, for the reliability test, the Cronbach Alpha coefficient of 0.82 was obtained. Meanwhile, for parental instruments, CVR showed that the 25 instruments developed were valid with a score of 1 reliability with Cronbach's Alpha, obtained a score of 0.93. Analysis of the data used is the analysis of the data in the study carried out interactively. The results of the analysis show that the constraints are constraints on making learning plans, the availability of learning tools, the availability of tools and materials used in the PjBL learning process, constraints on the participation of other parties in the PjBL learning process, obstacles in the implementation of PjBL learning, especially the implementation of PjBL syntax and the last obstacle. is the PjBL assessment process. As well as the obstacles faced by parents in assisting students to learn, among others, are some parents still have problems providing facilities even though the numbers are not too large, another obstacle faced is that parents experience problems if the tools and materials used in PjBL learning are difficult to obtain, besides that, the obstacles experienced are that parents have difficulty because they do not understand the material being studied by students.


Author(s):  
Asad Azemi ◽  
Ivan Esparragoza

This work describes our effort at the Delaware County Campus of Penn State to enhance the freshman engineering design and graphics and sophomore engineering computer programming courses by incorporating problem-based collaborative robotics projects in and between these courses. The robotics project in the engineering design and graphics course, ED&G 100, focuses on the mechanical and overall design aspect of a robot, and the projects in the engineering computer programming course, CMPSC 201, focus on the programming aspects. Lego Mindstorms and Handy Board controller have been chosen for building the robots and programming them, respectively. The collaborative projects have been designed with the intention of increasing learning, through collaboration among students and faculty. The projects also encourage teamwork by working with students from different disciplines, promote analytical skills by working to solve an open-ended problem, and provide practical experience and learning by doing through working with robots. To emphasize the importance of communication skills, at the end of the semester each team is also expected to present a report for the final project using PowerPoint. A detailed discussion of this collaborative work and the advantages and disadvantages of such an approach is discussed.


Author(s):  
A. Espinosa Bautista ◽  
M. Garci´a del Ga´llego ◽  
A. Zepeda Sa´nchez

Competitiveness of the students is increasing. Students with better skills are graduating from universities all over the world. More and more efforts are being done to improve the skills of the undergraduate students. In the Faculty of Engineering of the National Autonomous University of Mexico (UNAM) many lecturers use projects to help students to better understand the concepts and to improve their teamwork skills. However many of these efforts are isolated and have been done in an empirical way. The Manufacturing and Design Center is seeking ways to get students with better skills and bring together the isolated efforts done by many lecturers. Therefore a new technique is being explored for the mechanical design area. This technique is based on the Project Based Learning method. Two main approaches are being explored: the Horizontal Projects (HP) and the Vertical Projects (VP). The basic idea for the HP is to have a Great Design Team (GDT) developing a project in one semester. Students from different subjects of the Mechanical Engineering program compose the GDT. Each of these groups have access to information related to the subject they are attending in a central database. Students work on the different issues according to their subject; e.g. Mechanics of Solids solve issues related to the stress in the different elements of the machine or product developed; the Product Design subject works on the definition of the product specifications, requirements etcetera. Periodical meetings help to evaluate the global progress of the GDT. In the VP one student works on different stages of the project as he/she moves from one semester to the next, all the time working in the same project. The expected benefit of this technique is to provide the student with a better view of the different stages involved in the development of a project. Both techniques are being explored. Each of these techniques has advantages and disadvantages. This paper describes in detail these techniques and the potential applications for other careers within the Faculty of Engineering.


2018 ◽  
Vol 42 ◽  
pp. 00059
Author(s):  
Luh Tiwika Praba̕ ◽  
Luh Putu Artini ◽  
Dewa Putu Ramendra

This study aimed at investigating the effect of Project-Based Learning on students’ writing skill of grade 9 at SMPN 3 Kuta Selatan. This study employed embedded mixed method design, in which the quantitative data were considered as the main data. The data were collected through guided interview, observation, and writing test. Paired sample t-test was used for the quantitative data analysis. The result showed that Project-Based Learning has significant effect on students’ English writing skill (sig. = .000 < α = .05). Project-Based Learning also revealed potentially promotes students’ critical thinking, communication, and creativity through collaborative work. In general, it can be concluded that Project-Based Learning significantly improves junior high school students’ writing skill in English as a Foreign Language.


1999 ◽  
Vol 1 (2) ◽  
pp. 119-130 ◽  
Author(s):  
Nicole Ummelen

Research instruments for studying information selection in manuals should meet several goals at the same time. First of all, they should accurately register relevant data, such as selected information, selection moments, and reading times. They should also enable the reader to use both the manual and the accompanying product in a natural way. And finally, both data collection and analysis should not be too time-consuming or expensive. In this paper, four research instruments that may be used for studying selection processes in manuals are described and evaluated with respect to these three requirements. Three of them are well-known from other research domains: recording sentence reading times by button presses, methods of eye movement registration and the thinking aloud technique. The fourth, called the click & read method, was recently developed for studying the use of procedural and declarative information in software manuals. This instrument presents the manual in a paper layout on a large screen. The text is presented in blocks of comparable length and is initially blurred. Non-blurred headings above the blocks enable readers to select a block and sharpen it by clicking on it. These clicks are recorded and thus provide selection and time data. The evaluation shows that none of the four instruments is suitable for all research questions about manual use: instruments should be carefully chosen for specific research questions. Then again, all techniques have their advantages and disadvantages, some of which we are not yet certain about. Therefore, the paper concludes by arguing that a thorough analysis, comparison and further development of available and new research instruments is necessary to further facilitate and improve studies of information selection and processing


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