Steam learning Education
Morning ....
STEM + Art = STEAM
Adaptive learning
What Is STEAM Education?
If you’re familiar with STEM education, then you already know a
bit about STEAM education. STEAM stands for Science, Technology, Engineering,
Art, and Math—a powerful combination of topics and techniques for educating our
society.
When it comes to art, it goes beyond aesthetics. The ‘A’
includes the liberal arts as well, meaning language arts, social studies,
physical arts, fine arts, and music.
STEM + Art = STEAM
The STEAM movement originated at the Rhode Island School
of Design (RISD) and has since been widely adopted
among many institutions and organizations. The objectives of the STEAM movement were
created to do the following:
·
Transform research policy to place art and design at the center
of STEM
·
Encourage integration of art and design in education
·
Influence employers to hire artists and designers to drive
innovation
These objectives can be just as easily be applied in the
classroom by STEAM educators. We’ll deep dive into that throughout the
following sections.
How to Advance Your Career: A Guide
for Educators
STEAM empowers teachers to employ project-based learning that
crosses all 5 disciplines (science, technology, engineering, arts, math) and
fosters an inclusive learning environment where all students are able to engage
and contribute. As opposed to traditional models of teaching, educators using
the STEAM framework bring the disciplines together, leveraging the dynamic
synergy between the modeling process and math and science content in order to
blur the boundaries between modeling techniques and scientific / mathematical
thinking. Through this holistic approach, students are able to exercise both
sides of their brain at once.
For example, a U.S. News article reported that a high school in Andover,
MA teaches geometry through the lens of art. “Through a scavenger hunt at a
local museum, math and art students come to understand that scale in geometry
is the same thing as perspective in art, says Meghan Michaud, a teacher at
Andover High,” according to the article.
Beyond the classroom both scientists and engineers use
models—including sketches, diagrams, mathematical relationships, simulations,
and physical models—to make predictions about the likely behavior of a system.
They also collect data to evaluate the predictions and possibly revise the
model as a result.
Michael Leak, a professor at the University of Illinois,
Urbana-Champaign said in a Richmond Art Center article, “Typically, engineering students are not comfortable
with sketching,” he said. “They say, ‘Oh, I can’t draw.’” But being able to
quickly sketch to communicate an idea, he said, “is an enormously useful tool.”
It also helps “see” an idea. “To do engineering you’ve got to be able to
visualize.”
What are Learning Analytics?
There is no universally agreed definition of the term ‘learning analytics‘. One popular definition states that
learning analytics are “the measurement, collection,
analysis and reporting of data about learners and their contexts, for purposes
of understanding and optimizing learning and the environments in which it
occurs”
In a series of briefing papers on analytics the term was
defined as “the process of developing actionable insights through problem
definition and the application of statistical models and analysis against
existing and/or simulated future data“.
Erik Duval has
proposed the definition “learning analytics is about
collecting traces that learners leave behind and using those traces to improve
learning”.
In a presentation given to senior library staff Rebecca
Ferguson places learning analytics in a continuum:
High-level
figures: Which can provide an
overview for internal and external reports and used for organisational planning
purposes.
Academic
analytics: Figures on retention
and success, used by the institution to assess performance.
Educational
data mining: Searching for patterns in the data.
Learning
analytics: Use of data, which
may include ‘big data’, to provide actionable intelligence for learners and
teachers.
Adaptive learning
Adaptive
learning, also known as adaptive
teaching, is an educational method which uses computer algorithms to
orchestrate the interaction with the learner and deliver customized resources
and learning activities to address the unique needs of each learner. In
professional learning contexts, individuals may "test out" of some
training to ensure they engage with novel instruction. Computers adapt the
presentation of educational material according to students' learning needs, as
indicated by their responses to questions, tasks and experiences. The
technology encompasses aspects derived from various fields of study including
computer science, AI, psychometrics, education, psychology, and brain science.
Adaptive learning has been partially
driven by a realization that tailored learning cannot be achieved on a
large-scale using traditional, non-adaptive approaches. Adaptive learning
systems endeavor to transform the learner from passive receptor of information
to collaborator in the educational process. Adaptive learning systems' primary
application is in education, but another popular application is business
training. They have been designed as desktop computer applications, web
applications, and are now being introduced into overall curricula.
Online
Learning - What is it and how does it work?
Online learning is
a challenging but extremely rewarding way to achieve an array of qualifications
- there are online options for everything from certificates to PhDs.
Once surrounded by stigma, online education is now a respected way to achieve a
recognized qualification. With courses available in almost every subject, and
flexible timetables to suit almost every schedule, students are increasingly
turning to online learning as a viable alternative to campus study. It could
allow you to study abroad remotely, at a university not in your home
country.
Advances in
technology now allow students to study entirely online while still socializing
with classmates, watching lectures and participating in subject-specific
discussions.
While some consider
online learning to require a greater degree of self-motivation, institutions
nowadays recognize that pastoral support is just as important as tutor
feedback, and take great care to ensure that their students receive the same
levels of support that they would receive on campus.
MOBILE
LEARNING
For starters, let’s agree that mobile learning is learning based on
mobility often through mobile devices like smartphones, iPads, other tablets,
and wearable technology. Of course, there’s more to it than
that. Years ago, I created a graphic that laid out some of the principles
of mobile learning, which included Access, Transparency, Self-Actuation,
and Metrics.
For a briefer definition of mobile learning, we might might offer that
it is ‘a kind of learning characterized by the need and ability of the learner
to be mobile.’ And that’s a critical difference.
Mobile technology as it is commonly used in public education today is
characterized primarily by being ‘1:1’–that is, each student getting their own
screen. This could theoretically be used to personalize learning for students.
They no longer have to ‘share’ one teacher or a single chalkboard, whiteboard,
projected screen, etc., but don’t have to move to a ‘computer lab’ to make that
happen.
VIRTUAL AND REMOTE LAB
Laboratory experimentation plays an essential role in
engineering and scientific education. Virtual and remote labs reduce the costs
associated with conventional hands-on labs due to their required equipment,
space, and maintenance staff. Furthermore, they provide additional benefits
such as supporting distance learning, improving lab accessibility to
handicapped people, and increasing safety for dangerous experimentation.
This paper analyzes the literature on virtual and remote labs
from its beginnings to 2015, identifying the most influential publications, the
most researched topics, and how the interest in those topics has evolved along
the way. To do so, bibliographical data gathered from ISI Web of Science,
Scopus and GRC2014 have been examined using two prominent bibliometric
approaches: science mapping and performance analysis.
3D PRINTING
The term "3D printing" covers a variety of
processes in which material is joined or solidified under computer control to
create a three-dimensional object,
with material being added together (such as liquid molecules or powder grains
being fused together), typically layer by layer. In the 1990s, 3D-printing
techniques were considered suitable only for the production of
functional or aesthetical prototypes and a more appropriate term was rapid prototyping. As of 2019 the precision, repeatability
and material range have increased to the point that some 3D-printing processes
are considered viable as an industrial-production technology, whereby the
term additive manufacturing can
be used synonymously with "3D printing". One of the key advantages of
3D printing is the ability to produce very complex shapes or geometries, and a
prerequisite for producing any 3D printed part is a digital 3D model or a CAD file.
The most-commonly
used 3D-printing process (46% as of 2018) is a material extrusion technique
called fused deposition modeling (FDM).
Metal Powder bed
fusion has been gaining prominence lately during the
immense applications of metal parts in the 3D-printing industry.
The 3D-printing
process builds a three-dimensional object from a computer-aided design (CAD)
model, usually by successively adding material layer by layer (unlike the
conventional machining process, where material is removed from a stock item, or
the casting and forging processes which date to antiquity).
The term "3D
printing" originally referred to a process that deposits a binder material onto a powder bed with inkjet-printer heads layer by layer. More recently, the
popular vernacular has started using the term to encompass a wider variety of
additive-manufacturing techniques. United States and global technical standards use
the official term additive manufacturing for this
broader sense.
WEARABLE TECHNOLOGY
Wearable technology in education can increase a child’s ability to more
naturally interact with their environment, and to be be creative and
innovative. Students can more easily access information without any
obstructions. Examples of wearable technology in the classroom are: Autographer, Keyglove, Muse, VR, Smart
Watches, GoPro, and Google Glass. Autographer
allows students to capture students direct notes to ensure complete note
taking. Keyglove are wireless gloves that are useful in gaming, design, art,
music, data entry, device control, and 3D objects. Muse tracks students’ brain
activity onto a smartphone or tablet so that it
can detect what activities they might need to keep them focused on studying.
Virtual Reality gives students hands-on experience that allows students to
interact with the object in that particular environment. The iPod is also an
effective learning tool that empowered students to creatively think
about the subject as well as to allow greater collaboration. GoPro is a camera
that can capture a student or teacher’s point of view of events, such as a
lesson or student behavior. Finally, the Google Glass enables students and
teachers to search, take a picture, record video, and answer and translate
questions in a foreign language. One application would be for medical students
to watch different medical procedures in real time.
GAMIFICATION
The gamification of learning is an educational approach to
motivate students to learn by using video game design and game elements in learning
environments. The goal is to maximize enjoyment and engagement through
capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the
elements which comprise games that make those games fun and motivate players to
continue playing, and using those same elements in a non-game context to
influence behaviour. In other words, gamification is the introduction of game
elements in a non-game situation.
There are two forms of gamification,
structural with no subject matter changes, and the altered content method that
adds subject matter. Games applied in
learning can be considered as serious games, where the learning experience is
centred around serious stories. The serious story is "impressive in
quality" and "part of a thoughtful process" to achieve learning
goals. In educational contexts, examples of desired student behaviour which
gamification can potentially influence include attending class, focusing on
meaningful learning tasks, and taking initiative.
Distinguishable from game-based learning,
gamification of learning does not involve students in designing and creating
their own games, or in playing commercially produced video games. Within game-based learning initiatives, students
might use Gamestar Mechanic or GameMaker to create their own video game, or
play Minecraft, for example, where they explore and create 3D
worlds. In these examples, along with games such as Surge for PlayStation and Angry Birds, the learning agenda is encompassed within the
game itself.
Some authors contrast gamification of
learning with game-based learning, claiming that gamification occurs only when
learning happens in a non-game context, such as a school classroom, and when a
series of game elements is arranged into a system or "game layer"
which operates in coordination with the learning in that regular classroom. Others include
games that are created to induce learning.
IMMERSIVE LEARNING
Speaking of immersive learning, there
are many questions that might come to your mind before you start creating such
an environment for your online course. Some of these many questions may
include:
- · What does it take to ensure that your learners are fully ‘immersed’ in your eLearning course?
- ·
Is there a way to determine if the
learners are fully immersed?
- ·
What are the chief benefits of
attaining immersive learning for your online course?
- ·
What does it take to create such an
effective environment for learners?
- ·
What are costs of establishing such
an environment?
So before we dig deep into the details of immersive learning,
let us first have a closer look at the phenomenon itself, and the concept
behind it.
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