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- research-articleMarch 2024
Assessing the role of methods in teaching courses in improving student/teachers' instructional skills and attitudes toward STEAM education in kindergartens
Education and Information Technologies (KLU-EAIT), Volume 29, Issue 14Pages 18049–18071https://doi.org/10.1007/s10639-024-12541-1AbstractEducational outcomes in Kuwait have lagged behind those of much of the world. This problem is compounded by Kuwaiti educators’ struggle to introduce core math and science concepts to young learners. Starting from the premise that STEAM-oriented ...
- research-articleJuly 2024
Students' application of integrated skills from mathematics, language, arts, and technology: lessons from students' use of mobile photo editing applications to visualise sustainability concepts
International Journal of Technology Enhanced Learning (IJTEL), Volume 16, Issue 3Pages 211–221https://doi.org/10.1504/ijtel.2024.139683This study presents lessons on students' applications of integrated skills from mathematics, language, arts and technology, and the nature of the relationship among these skills' domains. The lessons were drawn from students' project using mobile device ...
- research-articleJanuary 2024
Once Upon a Time there was an Ozobot: Storytelling with Educational Robots
ICETC '23: Proceedings of the 15th International Conference on Education Technology and ComputersPages 120–126https://doi.org/10.1145/3629296.3629315This paper shows a way to introduce computational thinking in early childhood teaching based on scientific results within Neurodidactics. This approach offers children to explore and develop their creativity. Aiming to raise the children's interest in ...
- research-articleJune 2023
Code to Cope: Supporting Self-Care by Integrating Creative Coding and Coping Mechanisms
C&C '23: Proceedings of the 15th Conference on Creativity and CognitionPages 162–170https://doi.org/10.1145/3591196.3593335Code to Cope is a STEAM curriculum for young adults designed to teach, develop, and encourage coping mechanisms while learning programming with JavaScript. COVID-19 restrictions, such as social distancing and remote learning, disrupted social ...
- extended-abstractJune 2023
Community Tour: An Expandable Knowledge Exploration System for Urban Migrant Children
IDC '23: Proceedings of the 22nd Annual ACM Interaction Design and Children ConferencePages 512–516https://doi.org/10.1145/3585088.3594484Urban migrant children encounter difficulties in developing a sense of belonging, which compromises their living experiences and academic performance. This paper introduces Community Tour, an expandable knowledge exploration system designed to assist ...
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- research-articleJune 2023
Discussion on Development Strategy of STEAM Education and Information Integration
ICEDS '23: Proceedings of the 2023 4th International Conference on Education Development and StudiesPages 29–34https://doi.org/10.1145/3591139.3591146STEAM education is an interdisciplinary approach of Science, Technology, Engineering, Arts and Mathematics that has been proven to foster comprehensive talents with innovative qualities in practice. Promoting STEAM education in higher education helps ...
- research-articleSeptember 2022
The Efficacy of Object Deciphering in STEAM Education Beyond Encounters and Collisions Between Learners and Objects
AbstractUniversity museums have embodied that object-based learning, a mode of active or experiential learning with objects within museums, plays a decisive role in cross-disciplinary learning that involves collections and objects across diverse ...
- research-articleOctober 2022
STEAM for non-novice STEM students with Digital Musical Instruments
AM '22: Proceedings of the 17th International Audio Mostly ConferencePages 179–186https://doi.org/10.1145/3561212.3561235STEAM education extends STEM (Science, Technology, Engineering, and Mathematics) with Arts, often with the aim to attract newcomers to technical disciplines. We present and report on a university STEAM course implemented for non-novice STEM students: ...
- ArticleJune 2022
Hikari-Tsumiki: Modular Toy that Visualizes Information Flow by Light Emission
Learning and Collaboration Technologies. Designing the Learner and Teacher ExperiencePages 101–112https://doi.org/10.1007/978-3-031-05657-4_8AbstractIn existing modular toys, information is transmitted by invisible electrical signals, making it difficult to understand the information flow between modules. This study developed a modular toy, “Hikari-Tsumiki,” that visualizes the information ...
- ArticleJune 2022
Characterization of Spaces and Didactic Units for the Improvement of Diversity Gaps
- David Fonseca,
- Monica Sanchez-Sepulveda,
- Elena Jurado,
- Alicia García-Holgado,
- Roger Olivella,
- Francisco José García-Peñalvo,
- Daniel Amo,
- Giuseppe Maffeo,
- Ömer Yiğit,
- Christian Hofmann,
- Kirsten Quass,
- Gülay Sevinç,
- Yasin Keskin
Learning and Collaboration Technologies. Designing the Learner and Teacher ExperiencePages 335–346https://doi.org/10.1007/978-3-031-05657-4_24AbstractCurrently, most educational centers have specific spaces where, depending on the technology available in them, specific practices are carried out. Some examples of these spaces are the computer labs, electronics, biology, chemistry, or maker ...
- ArticleJune 2022
Blending Learning Practice and Research for STEAM Education
Human-Computer Interaction. Theoretical Approaches and Design MethodsPages 71–82https://doi.org/10.1007/978-3-031-05311-5_5AbstractWith the development of educational technology, the way of learning is changing at amazing high speed, and the traditional classroom is gradually shifting to the way of blending learning. In order to remove the dependence of STEAM education ...
- research-articleMay 2022
Evaluating Student's Creative Thinking in STEAM Education: Model Construction and Validation
ICEDS '22: Proceedings of the 2022 3rd International Conference on Education Development and StudiesPages 96–103https://doi.org/10.1145/3528137.3528143Effective and feasible evaluation of students’ creative thinking is crucial for STEM education. The study considers the essential characteristics of STEAM and the core concept, pays attention to PISA-style assessment to set up the evaluation framework. ...
- ArticleNovember 2021
Use Object-Detection to Identify Materials and Tools for STEAM Hands-on Activity
AbstractThe STEAM is an educational concept of interdisciplinary curriculum integration, which involves the knowledge and skills of science, technology, engineering, arts, and math courses. Countries worldwide are actively promoting STEAM education plans, ...
- research-articleDecember 2021
Using Educational Robotic Exoskeleton for the Acquisition of Cross-Curricular Competences in Higher Education
- Jesús Lozano-Arias,
- Francisco J. Rodríguez-Sedano,
- María-Inmaculada González-Alonso,
- Miguel Ángel Conde
TEEM'21: Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21)Pages 51–57https://doi.org/10.1145/3486011.3486418Today, Spanish universities are already adapted to the Common European Higher Education Area, which is based on the acquisition of competences by the student. Nevertheless, while the acquisition of specific competences is well assumed by the different ...
- ArticleNovember 2020
Exploiting Extended Reality Technologies for Educational Microscopy
- Helena G. Theodoropoulou,
- Chairi Kiourt,
- Aris S. Lalos,
- Anestis Koutsoudis,
- Evgenia Paxinou,
- Dimitris Kalles,
- George Pavlidis
AbstractExploiting extended reality technologies in laboratory training enhances both teaching and learning experiences. It complements the existing traditional learning/teaching methods related to science, technology, engineering, arts and mathematics. ...
- ArticleNovember 2020
Designing Freirean-Inspired Community Relevant STEAM Curriculum for Underserved Students in Pakistan Using Action Research Process
AbstractThis study constituted community-based, action research that sought to identify community needs and design indigenous community relevant STEAM projects in a local community of underserved students in Pakistan. This Community-Based Action Research ...
- ArticleNovember 2020
Enhancing Students’ Learning Outcomes of a STEAM Permutations Course Through a Game Based Visual Programming Environment with Qualifying Rank Strategy
AbstractThe main purpose of this research is to develop a visual programming game with a Qualifying Rank strategy (QRVPG), allowing learners to use this system to conduct a STEAM-oriented mathematics course, the content of which is permutation. In the ...
- ArticleJuly 2020
Research on the Design of Intelligent Interactive Toys Based on Marker Education
HCI International 2020 – Late Breaking Papers: Cognition, Learning and GamesPages 462–471https://doi.org/10.1007/978-3-030-60128-7_35AbstractObjectives: The purpose of this research is to explore innovative interaction mode of children’s marker education, to solve the problems of universal homogeneity of Marker education products and lack of emotional communication, and to develop ...
- ArticleJuly 2020
Development and Technical Experience of Plastic Injection Machine for STEAM Education
Human-Computer Interaction. Human Values and Quality of LifePages 215–230https://doi.org/10.1007/978-3-030-49065-2_16AbstractTraditional technical education exhibitions for high-school or elementary school students used static posters, demo tools or oral presentation ways to introduce different kinds of professional technical education. For Mechanical engineering and ...
- research-articleJune 2020
Analysis on the Development Trend of STEAM Education in China from the Perspective of International Comparison
ICETT '20: Proceedings of the 2020 6th International Conference on Education and Training TechnologiesPages 23–26https://doi.org/10.1145/3399971.3399985This paper first introduces the historical evolution and process of STEAM education, then by analyzing the development of STEAM education in developed countries such as the United States, the United Kingdom and South Korea, obtains the differences ...