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1.
This paper examines what new materialist and posthumanist frameworks can offer learning science research in diverse maker learning environments. We explore what is gained by grappling with the entanglements between humans, non-humans and more-than-humans. To do this, we draw on Karen Barad's ethico-onto-epistemology and agential realism where she redefines connections to the shared world by attuning to the entangled matter that is created within intra-actions. We use this framework across four international cases: digital media camps, a university-level classroom-based makerspace, a Saturday outdoor makerspace workshop and a classroom-based museum makerspace. Each case study attends to how intra-actions enact agential forces in maker education research—forces that posthuman and new materialist frameworks help us see. In so doing, these case studies challenge many of the assumptions prevalent in the learning sciences about mattering and its implications in research sites.  相似文献   

2.
当创客遇上STEAM教育   总被引:1,自引:0,他引:1  
创客教育与STEAM教育的融合,为K12教育的综合实践课程和信息技术课程带来时代性的变革。对创客教育和STEAM教育的起源到发展进行文献调研,发现创客对STEAM教育起到优化的作用,为STEAM教育的实施提供工程案例和创新思想。对二者结合对中小学教育的作用以及遇到的困难进行分析,发现目前中小学缺乏健全的创客教育教学设计模式、校内创客空间建设有待完善、创客教育人才、资金等资源的不足。其未来发展和研究方向有认知学徒式培养、去精英化培养、创客教育教学设计模式、空间设计及平台建设等。  相似文献   

3.
高校创客空间经历了由物理空间到混合空间的发展过程。随着XR、5G、全息、数字孪生等技术的不断成熟,将数字孪生融入到高校创客空间的构建中,充分发挥其在实时监控、动态交互、迭代进化方面的功效,推动高校创客空间从混合空间走向映射空间,已然成为一种趋势。融入数字孪生的映射空间,在构成要素上包括物理空间、虚拟空间、空间服务系统和孪生数据四个要素,在构成层级上包括物理层、数据层、模型层、服务层和应用层五个层级,其可实现创客协同设计、创客设计全生命周期管理、创客设计沉浸式体验、创客空间运行实时监控等四大功能。通过相关实践案例分析也表明,融入数字孪生的高校创客空间具有广泛的应用前景,能最大限度地提升创客空间在创新和创意设计上的“广度”“深度”“速度”,大力推动高校创新创业人才和创新型工程技术人才的培养。  相似文献   

4.
In recent years, digital fabrication, and especially its associated activities of 3D design and printing, have taken root in school education as curriculum‐based and maker‐oriented learning activities. This article explores the adoption of 3D design and printing for learning by fourth, fifth and sixth grade children (n=64) in multidisciplinary learning modules in elementary school education. School‐coordinated 3D projects were not led by design experts, such as art and design teachers, designers, researchers or technical specialists, but run ‘in the wild’ by school teachers. The study was conducted by using an ethnographic research design, including field observations, non‐formal interviews and a reflective questionnaire. The results indicate that, in the adoption of 3D printing activities, learning is centred on the technical skills and the usage of 3D tools. Hence, the elementary ABCs of 3D printing do not achieve the full design and creativity potential of digital fabrication that earlier research has suggested. However, the results do have implications for the potential of 3D printing projects to increase children’s empowerment. In their current state, 3D design and printing are some of the learning tools, among others, and similar achievements can be achieved with other hands‐on learning technologies. In order to enhance the learning of creativity and design thinking skills, 3D activities in school should be planned accordingly.  相似文献   

5.
沈延 《数字教育》2020,(1):76-79
本文基于江阴市要塞中学课题研究成果,对STEAM教育和创客教育的内涵进行解读,结合STEAM教育特点阐述了创客教育的理念和教学模式,着重分析了创客教育活动的设计与应用,希望对STEAM教育和创客教育的开展有积极的借鉴意义。  相似文献   

6.
STEAM与创客教育在实践中分别存在着偏"软"、偏"硬"的问题,而两者融合可以相互取长补短。基于此,文章梳理了国内外STEAM与创客教育整合的相关研究进展,提出了包含课程、教学与评价的STEAM与创客教育整合的三层架构。具体来说,文章构建了STEAM与创客整合课程的三维矩阵模型,设计了分别与"知识主题式创客课程"和"工具主题式STEAM课程"相匹配的教学策略,建立了"知识-能力-素养"三维一体贯通的评价体系,以期更好地推进STEAM与创客教育的整合和可持续发展。  相似文献   

7.
伴随着时代的飞速发展,各种云技术、云应用离我们生活也变得更近。如今学生们对互联网、移动终端越发依赖,通过各类移动端设备随时随地获取丰富的学习信息。在教育行业中引入基于云技术的微课平台,是一种为广大学子们提供学习知识和技能的新方法。本文基于移动云平台设计一种适合中小学教育的微课平台系统,用户涵盖学生、教师和家长,使对中小学生的教育更具有针对性和效率得到提升。  相似文献   

8.
STEAM教育理念正处于蓬勃发展阶段,体现了集科学、技术、工程、艺术、数学多学科融合的综合教育特点。对STEAM教育中高职学生合作性行为的分析,显示该行为对促进新型教学模式建构、推动个性化教学、促进心理健康发展等方面具有重要作用。可运用建立积极的相互依赖、促进面对面互动、强调个体责任与团体责任、练习优化协作技能、建立合作求助基地、倡导基于问题的学习等多种方式促进合作性学习行为建构,从而促进STEAM教育理念与高职学生合作性行为深度融合。  相似文献   

9.
STEAM教育强调培养学生运用综合知识解决问题的能力,让学生在运用综合知识解决问题的过程中习得多方面的新知识,从而形成良性循环。因此STEAM教育往往是伴随着项目式学习展开的。而当下STEAM教育中适合学生的项目较为匮乏,学生往往学习的是单一的知识,解决的问题也比较简单,难以充分体现STEAM教育的理念。国际青少年机器人世界杯救援项目是一个合适的开展STEAM教育的平台。本文从STEAM的五个维度出发,对RCJ机器人的设计、搭建、编程与调试进行了说明,并提出了STEAM视域下RCJ救援项目机器人的教学建议,以期为更多一线STEAM教育教师、机器人教师提供新思路。  相似文献   

10.
胡总 《现代教育技术》2010,20(10):118-120
移动学习作为一种新的学习模式,改变了传统E-learning的局限性,逐步受到国内外学者的重视。文章则基于移动学习的特点,结合JXTA平台所具有的相似性,提出了基于JXTA的移动学习支撑平台,通过JXTA平台的优势来达到无处不在的学习。  相似文献   

11.
This article addresses key components of posthumanism and maker literacies by reporting on empirical data from two makerspace research sites. Using posthuman methodologies, we suggest practical considerations of the relational autonomy of materials through entanglements between humans, non‐humans and more‐than‐humans in makerspace classroom settings. We propose answers to the following research questions: How do materials manifest their relational autonomy in makerspaces? How could the relational autonomy of materials impact maker literacies pedagogy? With this article, our contribution warrants researchers to think about the unpredictability of maker work through posthuman methodologies and how maker projects can help speak against the failing student rhetoric in literacy education.  相似文献   

12.
STEAM教育作为一种新的教育范式,被全世界各个国家采用。近年来,幼儿教育界也掀起了STEAM教育风潮。目前,我国的幼儿艺术教育正在经历着转型时期,STEAM教育为我国艺术教育提供了借鉴:加强教育的跨学科性和融合性、注重教育内容的生活化和情境性、扩展艺术教育的内涵和外延、树立坚定的STEAM教育理念。  相似文献   

13.
基于文献研究和实证调研,探析得出学生STEAM素养的内涵、意义与表现形式。其内涵是整合科学、技术、工程、人文艺术和数学领域的知识与技能、过程与方法、情感态度与价值观,围绕指向个体、社会和生活世界的实践认知、人际交互和综合影响活动展开,学生在心理认知、情境学习、实践探究、社会交往、理性决策、创意展示和影响评估七方面素养的总和。其意义在于培养具有STEAM素养的综合型人才,提升教师对STEAM素养的认知和重视STEAM素养的培育过程,引导学生自主学习与合作探究。其表现形式分为实践认知、人际交互、综合影响三个层面。  相似文献   

14.
ABSTRACT

Two cases of context-sensitive mobile computing curricula for children are shown to develop analytical understandings of how science-related sense-making talk can be supported through physical and digital environment interaction, which supports play and learning through movement. Our work investigates how proximity-based computing mediates children’s engagement in scientific sense-making conversations in a botanical garden. We draw upon sociocultural perspectives on sense-making talk as well as learning on-the-move to inform our study design. Data are from children in summer camp, including field notes, photographs, and video records (26 children in Case A, 24 in Case B) in an Arboretum. Our findings illustrate that children engaged in both playful and scientific sense-making talk in two distinct curricular tasks. We provide insights into science sense-making talk patterns and pedagogical practices of integrating learning on-the-move strategies into informal education with design principles related to augmenting gardens with digital content. Our results suggest that learning on-the-move strategies influence sense-making talk and that embodied interactions within the gardens support science sense-making and role-play. We posit that designs for learner-centered mobile computing can create digital-physical hybrid spaces where learners engage each other and natural objects as they walk through community spaces.  相似文献   

15.
学习观是研究课程知识观的一个重要视角。对历史上四种基本课程知识观流派的分析表明:课程知识学习的重点、形式、过程、类型是不断转移的,这种转移预示着课程知识学习观的发展正走上人化、理解、批判和创新的新路向。  相似文献   

16.
ABSTRACT

The arts animate learning because they are inherently experiential and because of their potential to develop creative and critical thinking skills in students. These same skills are valued in science, technology, engineering, and math (STEM) education, but the arts have not been consistently included in STEM lessons. We transformed our STEM programming into STEAM programming (STEM plus arts) by creating an innovative partnership between two informal learning environments, the Braithwaite Fine Arts Gallery and the Garth and Jerri Frehner Museum of Natural History at Southern Utah University. The partnership resulted in a STEAM learning program that integrated art and science for K-12 students. We incorporated an art exhibition, a hands-on lesson in art, and an immersive lesson in science that culminated in a student project that merged concepts from both art and science. Through programs each fall from 2012 through 2014, we helped over 6,000 students from southern Utah use concepts from art to deepen their understanding of caterpillar defenses, fish ecomorphology, and pollinator biology.  相似文献   

17.
This study investigates the sociomaterial movements of student engagement in a school's makerspace. Here, we understand sociomaterial movements as emergent and relational, comprising complex dynamics of agency across students, teachers and materials in situated, culturally framed activities. Our study draws on data comprising 85 hours of video recordings of 9–12-year-old students' (N = 94) engagement in a technology-rich makerspace in a Finnish elementary school. The video data were transcribed and analyzed qualitatively using a multimodal interaction analysis. The sociomaterial movements were found to be displayed across a tension-laden continuum between (1) procedural activity—analysis and reflection; (2) individual activity—collaboration; (3) “doing school”—empowerment; and d) alienation—identification. Together, the study offers a potential approach for investigating and understanding the often overlooked workings of sociomateriality that constitutes students' emergent engagement and learning opportunities in science, technology, engineering and mathematics (STEAM) learning contexts.  相似文献   

18.
设计思维是当代学生应具备的适应社会发展需要的一种思维能力。如何培养学生的设计思维以及提升学生的设计能力,成为我国当前需要重点关注的重要教育问题。作为一种新的教育理念,STEAM教育在培养学生创新思维能力方面具有重要作用。首先,阐述了设计思维与STEAM教育的内涵,分析了设计思维对STEAM教育的指导作用;其次,在STEAM教育理念的基础上融入设计思维,构建符合创新教育要求的STEAM教学模式,融入设计思维的STEAM教学模式包含学习环境、课程目标、课程活动和课程评价;最后,依据该模式开发并实施了课程案例,分析了融入设计思维的STEAM课程对小学生知识学习与能力培养方面的作用。  相似文献   

19.
移动学习是学习者借助移动设备进行学习活动的数字化学习模式.当下正在发生一场信息技术对传统学校教育的改革和重构,把移动学习应用于农村中小学校有其深刻的政策背景.农村地区中小学校的移动学习应用已具备相应的技术条件和用户基础.未来农村学校移动学习的课堂角色会逐渐由补充者向不可或缺型转变.学习者的学习活动会由课堂延伸到校园空间一切可以利用的情境中,泛在学习是未来中小学校校园数字化的主要特征.同时,基于碎片化应用的微型学习也会在学习谱系中占据着越来越重要的位置.对移动学习应用带来的益处和引发的弊端的讨论尚需要进一步的理论发现来提供观念基础,同时实践应用层面亦暴露出许多与学生发展有关的教育性问题.  相似文献   

20.
当前,STEAM教育已被不少国家视为培养复合型创新人才、提升国家竞争力的重要途径.STEAM教育发源于美国,经历了STS-STEM-STEAM几个发展阶段.美国STEAM教育的特点是:聚焦于现实世界存在的问题与困难;强调通过工程设计流程来制定解决方案;倡导通过协作学习开展开放式探索;鼓励答案的多样化且认可失败是学习的必要部分.为了促进STEAM教育的有效实施,美国不仅将STEAM教育提升到国家战略层面、出台STEAM教育政策和法案,而且还持续加大对STEAM教育的经费投入,构建了一体化的STEAM教育体系,对开展STEAM教育的学校进行认证.  相似文献   

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