Session 2 - Thursday 15:00 - 16:15
With complex problem areas in STEM, like global warming, discussions can become confusing and hard to follow for both students and teachers. It can be hard to cover the problems and dilemmas, without creating an understanding of impossible problem. A way to solve this might be through the use of games, that can scaffold the discussions, and create a better overview of the different variables in play. In this talk, I will present the findings of using a self-developed game and discuss the process and problems of developing such a game for classroom use.
The Interplay of Digital and Physical Resources to Learn Cube Cross-Sections Author: Renata Vágová The presentation is focused on a brief summary and an example of the designed Cube Cross-Section worksheets based on the combined use of physical and digital resources in lessons. The aim is to share and discuss how and why the paper-and-pencil constructions could be supported by and interplayed with 3D printing and GeoGebra applets to learn Cross-Section of a Cube.
Come to STEAM. We have cookies! Author: Eva Ulbrich Co-Authors: Julia Handl, Alexander Thaller and Eva Bauer-Öppinger 3D printing in STEAM education is a concept that gains importance since the prices for machines dropped. This technology can have motivational benefits to learn about STEAM topics in a playful way. However, teachers and students require not only a playful way to learn about STEAM but also to use complex machines for 3D printing and create their own models to produce. Creating cookie cutters is an easy way integrating the direct environment of teachers and students motivating them to walk their first steps towards using this technology.
Printable Puzzles and Games Author: Julia Handl Co-Authors: Eva Ulbrich, Alexander Thaller and Eva Bauer-Öppinger Children love to play with puzzles and digital games. Utilizing both physical and digital manipulatives could allow students to learn about STEAM topics in a playful and entertaining way. Such games or puzzles could be created physically, but they are often more easily created digitally. 3D printing allows students to combine this and to create their own digital puzzles physically offering opportunities for accessible game design in both forms. We have already designed numerous solutions for the Cube problem and developed initial ideas for the design methodologies. We further developed and collected new designs and game ideas and started to create guidelines for teachers and presenters of this work.
3D printing for the maths classes Author: Gustavo Aguilar In this presentation, I would talk about the use of 3D printers in the Maths class. This technology can be used in many ways, it can be used as a part of a STEAM project if we mathematically model/design an object and then print it and it can also be used to enhance learning. We can design and print objects that help our students understand better the mathematical properties of a shape or solid. Also, we can let them interact with objects that help them understand a mathematical concept better.
STEAM Education and Augmented Reality in the Training of Teachers of Primary Education Author: Lilla Korenova The rapid development of new technologies and the penetration of information technologies into all areas of human life have become the starting point for contemporary science and technology education at primary and secondary schools in the European Union. The educational process in the field of STEM can be significantly improved by means of mobile technologies, also using Augmented Reality (AR). It is a very topical question for teachers to use these technologies in education. In this paper we will point out the possibilities of effective use of mobile technologies with AR and research results, focused on the educational process of STEM in a constructionist environment with augmented reality applications at the Faculty of Education of Comenius University in Bratislava and Palacky University Olomouc.