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Cooking STEAM: A Case Study on Establishing a STEAM Learning Community using a Performative Framework and Cooking

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New Realities, Mobile Systems and Applications (IMCL 2021)

Abstract

The work reported in this paper is informed by PerFECt, a performative framework supporting collaborative learning and creativity that addresses issues related to the effective use of digital technologies to establish and sustain learning communities. Its core principles are reinterpreted to implement unplugged collaborative learning activities to creatively explore sciences, technology and mathematics with special emphasis on the core principles of algorithmic design by presenting recipes in the form of flow diagrams. By presenting the execution of algorithms within a dramabased (theatrical) framework many creative explorations are offered within the so called STEAM education. The adoption of playful activities that put the children’s bodies in motion is well aligned with pedagogical approaches that emphasize embodied knowledge and performance and open up opportunities for deeper personalized learning experiences that promote inclusion of children from different cultural backgrounds.

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Acknowledgments

This research is partly supported by the Bulgarian Ministry of Education and Science under the National Research Programme “Information and Communication Technologies for a Single Digital Market in Science, Education and Security” approved by DCM №577/17.08.2018.

The Cooking STEAM activities employ ideas from the pedagogical methodology of the Theatre in Mathematics – TIM project (project number 2018–1-IT02-KA201–048139) funded by the Erasmus+ programme.

Within the context of the MAKER SCHOOLS: Enhancing Student Creativity and STEM Engagement by Integrating 3D Design and Programming into Secondary School Learning (project number 2020–1-BG01-KA201–079274) funded by the Erasmus+ programme, several tangible 3D objects are designed and printed to facilitate the implementation of Cooking STEAM learning activities and the engagement of participants in the creation of tangible flow diagrams.

The design and Implementation of the Cooking STEAM activities was done in collaboration with Maria Archontaki (animator), Stefanos Archontakis (chef), George Gypakis (musician and educational musical instruments maker), George Kiskoukis (musician), Alkis Bakaros, Lazaros Charalampidis and Chrysovalanti Mariolou (computer science teachers). The pre-pilot implementation was done in Theodoropoulou Schools (https://theodoropoulou.gr/el/news/view/12526) within their summer activities programme in 2020.

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Correspondence to Nektarios Moumoutzis .

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Moumoutzis, N. et al. (2022). Cooking STEAM: A Case Study on Establishing a STEAM Learning Community using a Performative Framework and Cooking. In: Auer, M.E., Tsiatsos, T. (eds) New Realities, Mobile Systems and Applications. IMCL 2021. Lecture Notes in Networks and Systems, vol 411. Springer, Cham. https://doi.org/10.1007/978-3-030-96296-8_82

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  • DOI: https://doi.org/10.1007/978-3-030-96296-8_82

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