Session 2 - Thursday 14:50 - 16:15

tba

Author: Jakob Skogø tba

Teaching fractals for gifted learners at age 12 by using novel technologies

Author: Zoltán Kovács A summary of an experimental course on fractals is given that was held for young learners at age 12. The course was a part of Epsilon camp, a program designed for very gifted students who have already demonstrated high interest in studying mathematics. Prerequisites for the course were mastery of Algebra I, experience and fluency in skills like exponentials and square roots, solving equations. Also, at least two preliminary years were required in a prior Epsilon camp. The summary gives an overview of the flow of teaching, the achieved results and some evaluation of the given feedback.

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.

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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.

Augmented Reality Modelling of Architectural Buildings

Author: Shereen ElBedewy tba

3D printing for the maths clases

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 undesrtand a mathematical concept better.