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Craft- and Project-based Making for STEAM Learning

Published: 22 November 2018 Publication History

Abstract

Science, technology, engineering, arts and math (STEAM) learning is a promising way to engage learners, both males and females in the process of inquiry in order to become active makers, designers and innovators. A learning ecosystem that integrates a suitable pedagogical approach as well as technological tools could facilitate this process.
This workshop includes presentations by the eCraft2Learn project funded by the European Union's Horizon 2020 Framework, keynote speakers Sylvia Martinez and Gary Stager as well as interventions from the participant researchers and teachers. During the workshop, we will explore the idea of fostering the link between sciences, technology, engineering, and math with arts, in order to encourage the inclusive participation of students with all levels of technical skills and also to reduce the technology-triggered gender divide.
The eCraft2Learn learning ecosystem will be described from its pedagogical underpinnings to the technical implementations that support the pedagogical approach including a unified user interface and a large set of tools for ideation, planning, creating, programming, and sharing. Within the eCraft2Learn learning ecosystem, 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], and a badge system fosters personalised learning path and self-regulation through gamification. Results from pilot studies will be shared. Presentations from participating international researchers that are working on making for learning will take place, as well as hands-on activities and demonstrations involving the entire audience.

References

[1]
Kahn, KM and Winters, N, (2017). Child-friendly programming interfaces to AI cloud services. EC-TEL 2017: Data Driven Approaches in Digital Education, 10474, 566--570. https://ora.ox.ac.uk/objects/uuid:12124254-acce-4c11-a540-19e74530798d
[2]
Jormanainen, I., and Sutinen, E. (2014). "Role blending in a learning environment supports facilitation in a robotics class". In Journal of Educational Technology & Society, 17(1), 294--306
[3]
Suero Montero, C., and Suhonen, J. (2014). Emotion analysis meets learning analytics: online learner profiling beyond numerical data. In Proceedings of the 14th Koli calling international conference on computing education research (pp. 165--169). ACM.
[4]
Suero Montero, C., Voigt, C., Mäkitalo, K. From Digital Fabrication to Meaningful Creations: Pedagogical Perspectives. Edurobotics 2018. Springer

Cited By

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  • (2024)Nurturing soft skills and metacognition awareness through STEAM projectbased learning: A comprehensive need analysisInternational Journal of ADVANCED AND APPLIED SCIENCES10.21833/ijaas.2024.11.00811:11(69-82)Online publication date: Nov-2024
  • (2022)A study of children’s learning and play using an underwater robot construction kitInternational Journal of Technology and Design Education10.1007/s10798-021-09720-333:2(317-336)Online publication date: 29-Mar-2022

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Koli Calling '18: Proceedings of the 18th Koli Calling International Conference on Computing Education Research
November 2018
207 pages
ISBN:9781450365352
DOI:10.1145/3279720
  • Conference Chairs:
  • Mike Joy,
  • Petri Ihantola
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 22 November 2018

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Author Tags

  1. Craft- and project-based pedagogy
  2. comprehensive education
  3. digital fabrication
  4. making

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Koli Calling '18

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Overall Acceptance Rate 80 of 182 submissions, 44%

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Cited By

View all
  • (2024)Nurturing soft skills and metacognition awareness through STEAM projectbased learning: A comprehensive need analysisInternational Journal of ADVANCED AND APPLIED SCIENCES10.21833/ijaas.2024.11.00811:11(69-82)Online publication date: Nov-2024
  • (2022)A study of children’s learning and play using an underwater robot construction kitInternational Journal of Technology and Design Education10.1007/s10798-021-09720-333:2(317-336)Online publication date: 29-Mar-2022

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