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STEAM learning in formal and informal settings via craft and maker projects

Published: 19 June 2018 Publication History

Abstract

Teams of students creating digital artefacts using crafts, 3D printing, electronics, microcontrollers, and computer programming can result in significant science, technology, engineering, art, and mathematics (STEAM) learning. An ecosystem of carefully selected tools, diverse project ideas, and a well-designed pedagogic structure can greatly facilitate this.
The workshop will begin with a presentation by the eCraft2Learn project funded by the European Union's Horizon 2020 Framework. This includes a unified user interface to a large set of tools for ideation, planning, creating, programming, and sharing. Support has been developed to enable children to create AI programs that rely upon cloud services [1]. Learning analytics provides guidance to teachers and coaches [2] [3]. An augmented reality application has been developed to aid team 3D design. Results from pilot studies will be presented.
Following the eCraft2Learn presentations researchers from the world over that are working on incorporating the maker movement into education and learning will present and demonstrate their work. Participants will determine topics for panel discussions.

References

[1]
Kahn, KM and Winters, N, (2017). Child-friendly programming interfaces to AI cloud services. EC-TEL 2017: Data Driven Approaches in Digital Education, 10474, 566--570. https://ora.ox.ac.uk/objects/uuid:12124254-acce-4c11-a540-19e74530798d
[2]
Jormanainen, I., and Sutinen, E. (2014). "Role blending in a learning environment supports facilitation in a robotics class". In Journal of Educational Technology & Society, 17(1), 294--306
[3]
Suero Montero, C., and Suhonen, J. (2014). Emotion analysis meets learning analytics: online learner profiling beyond numerical data. In Proceedings of the 14th Koli calling international conference on computing education research (pp. 165--169). ACM.
[4]
Bottino and Chioccariello (2015) Computational Thinking: Videogames, Educational Robotics, and other Powerful Ideas to Think with, https://www.researchgate.net/publication/291412028_Computational_Thinking
[5]
European Commission, 2013, "Survey of schools: ICT in education"
[6]
Kaplan, G. (2012). Moving back home: Insurance against labor market risk. Journal of Political Economy 120(3), 446--512.
[7]
Schön, Sandra, Martin Ebner, and Swapna Kumar. (2014). The Maker Movement Implications from modern fabrication, new digital gadgets, and hacking for creative learning and teaching, eLearningPapers, http://www.openeducationeuropa.eu/en/article/Learning-in-cyber-physical-worlds_In-depth_39_2
[8]
Mäkitalo-Siegl, K., Kohnle, C., and Fischer, F. (2011). Computer-supported collaborative inquiry learning and classroom scripts: Effects on help-seeking processes and learning outcomes. Learning and Instruction, 21(2), 257--266.
[9]
Valtonen, T., Sointu, E., Mäkitalo-Siegl, K., and Kukkonen, J. (2015). Developing a TPACK measurement instrument for 21st century pre-service teachers. Seminar.net: International Journal of Media, Technology & Lifelong Learning, 11 (2).

Cited By

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  • (2024)A systemic review of AI for interdisciplinary learning: Application contexts, roles, and influencesEducation and Information Technologies10.1007/s10639-024-13193-xOnline publication date: 5-Dec-2024
  • (2023)Integrando scrum e educação maker para desenvolver competências profissionais e socioemocionais: uma sequência didáticaCaderno Pedagógico10.54033/cadpedv20n4-01220:4(639-662)Online publication date: 17-Nov-2023
  • (2022)Design and practice of a C-STEAM curriculum of Intangible Cultural HeritageProceedings of the 6th International Conference on Education and Multimedia Technology10.1145/3551708.3551771(245-251)Online publication date: 13-Jul-2022
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  1. STEAM learning in formal and informal settings via craft and maker projects

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    cover image ACM Conferences
    IDC '18: Proceedings of the 17th ACM Conference on Interaction Design and Children
    June 2018
    789 pages
    ISBN:9781450351522
    DOI:10.1145/3202185
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 19 June 2018

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    Author Tags

    1. 3D design
    2. 3D printing
    3. STEAM
    4. STEM
    5. arduino
    6. crafts
    7. maker movement
    8. physical computing
    9. raspberry pi
    10. visual programming

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    • European Union

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    IDC '18
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    IDC '18: Interaction Design and Children
    June 19 - 22, 2018
    Trondheim, Norway

    Acceptance Rates

    IDC '18 Paper Acceptance Rate 28 of 96 submissions, 29%;
    Overall Acceptance Rate 172 of 578 submissions, 30%

    Upcoming Conference

    IDC '25
    Interaction Design and Children
    June 23 - 26, 2025
    Reykjavik , Iceland

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    Cited By

    View all
    • (2024)A systemic review of AI for interdisciplinary learning: Application contexts, roles, and influencesEducation and Information Technologies10.1007/s10639-024-13193-xOnline publication date: 5-Dec-2024
    • (2023)Integrando scrum e educação maker para desenvolver competências profissionais e socioemocionais: uma sequência didáticaCaderno Pedagógico10.54033/cadpedv20n4-01220:4(639-662)Online publication date: 17-Nov-2023
    • (2022)Design and practice of a C-STEAM curriculum of Intangible Cultural HeritageProceedings of the 6th International Conference on Education and Multimedia Technology10.1145/3551708.3551771(245-251)Online publication date: 13-Jul-2022
    • (2022)My:Talkies: Designing a Craft Kit to Support Learning about Communication Devices through MakingProceedings of the 21st Annual ACM Interaction Design and Children Conference10.1145/3501712.3529720(442-447)Online publication date: 27-Jun-2022
    • (2022)A study of children’s learning and play using an underwater robot construction kitInternational Journal of Technology and Design Education10.1007/s10798-021-09720-333:2(317-336)Online publication date: 29-Mar-2022
    • (2021)Learning by Enhancing Half-Baked AI ProjectsKI - Künstliche Intelligenz10.1007/s13218-021-00732-8Online publication date: 24-Jun-2021
    • (2019)Badges Are Back! - Fostering Self-assessment During Personalised Learning in Making and Digital FabricationEducational Robotics in the Context of the Maker Movement10.1007/978-3-030-18141-3_7(83-91)Online publication date: 25-Dec-2019

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