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

Published:19 June 2018Publication 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

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  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_2Google ScholarGoogle Scholar
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  1. STEAM learning in formal and informal settings via craft and maker projects

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    • Published in

      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

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      • Published: 19 June 2018

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