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The Building Blocks for a Successful STEAM Camp: How to Utilize Learning Blocks to Make Engagement Happen (Evaluation)

机译:成功的Steam CAMP的构建块:如何利用学习块进行参与(评估)

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The challenge to setting up the first STEAM (Science, Technology, Engineering, Art and Math) camp can be very daunting to newcomers to the game; you know what you want to teach and even the learning outcomes but you're having a huge challenge in how to formalize that into an actual agenda, schedule, camp, or even a single class. These are all questions that we had when we went to setup our first camp called Tech-E. From that setup experience and with refinement we have created a more formal process in which you merely string together what we call learning blocks to create a simple formula to setup STEAM camps. This same strategy can be utilized to setup classes in a more formal K-12 classroom setting as well. We will look at how the concept of learning blocks was created, refined, and utilized in our most recent two Tech-E camps. We discuss a hands-on approach and how project-based learning (PBL) takes the center stage in this strategy. We assert that building a camp or even a lesson plan from learning blocks creates a totally immersive and engaging environment for the learner and makes it much more plug-and-play for the designer/instructor. Our paper will also focus on implementing these learning blocks in a K-12 mixed environment (all grade levels, male and female participants) versus a much more homogenous cohort (all high school, all female) type of camp. A showcase of student products (from reflective pieces to actual creations) will be discussed along with how "check-ins" are built into the learning block challenges; the latter as a means to embed assessment into the project workflows dynamically and strategically without obstruction to achievement and/or engagement.
机译:建立第一个蒸汽(科学,技术,工程,艺术和数学)营地的挑战可能对游戏的新人来说非常令人生畏;您知道您想要教授的内容,甚至是学习结果,但您如何在如何将其正式形成为实际议程,日程表,营地甚至单一课程。当我们去设置我们的第一个叫做Tech-e的阵营时,这些都是我们所拥有的所有问题。从该设置体验和细化中,我们创建了一个更正式的过程,其中您只能将我们呼叫学习块的字符串创建一个简单的公式来设置Steam Camp。同样的策略也可以用于在更正式的K-12课堂设置中设置类。我们将研究如何在我们最近的两个技术难民营中创建,精致和利用学习块的概念。我们讨论了一项实践方法以及基于项目的学习(PBL)在这种策略中获取中心阶段。我们断言,建立一个营地甚至是学习块的课程计划为学习者创造了一个完全沉浸和吸引力的环境,并为设计师/教练提供了更多的即插即用。我们的论文还将重点关注在K-12混合环境(所有年级,男性和女性参与者)中实施这些学习块,而与更加同质的队列(所有高中,所有女性)营地。将讨论学生产品的展示(从反射件到实际创作)以及如何建立在学习块挑战中的“办理登机手续”;后者作为嵌入项目工作流程的手段,在没有阻碍成就和/或参与的情况下动态地和战略性地融入项目工作流程。

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