Abstract— STEM is an educational approach to the integration of science, mathematics, engineering and technology which are taught as nunnery through real life-inspired activities. In this paper we present the latest trends in web-based and online STEM education. Βy exploiting connectivity, increasing the means that can be shared online and developing cooperation between people from dis-tance, new educational paradigms are immerging. We chose to present applica-tions from 2013 onwards in order to highlight the latest trends in STEM online education and have categorize them according the technologies used in their im-plementation.
In recent years, educational robotics is gaining ground in the educational policy of more and more places around the world in both formal and non-formal education programs. Also, the usefulness of educational robotics in special education for the treatment of deficits of students with Learning Disabilities, Attention Deficit Hyperactivity Disorder and Autism, especially at the level of student inclusion, is strongly supported. In the present work, the findings of a pilot educational research in a general education school are presented with the participation of students with special educational needs.
The use of Information and Communication Technologies (ICT) is ubiqui-tous. Technologies like video games have become very popular not only with the young generation but also with older people. The video game indus-try has seen rapid growth over recent years, as has the interest in the influ-ence of video game experience on people’s daily life. The study focuses on a novel approach to training Visual Working Memory (VWM) through the use of video games and examines research evidence concerning whether video games can serve as a vehicle for promoting the development of cogni-tive skills and especially memory and attention.
In this paper, we focus on smartphones as experimental tools; specifically we use the gyroscope sensor of a smartphone to study the turning motion of a rigid body. Taking into consideration recent work concerning that topic, we try to use the gyroscope sensor in studying the complex motion of a rolling cylinder on a slope.
Este artigo investiga as tendências atuais na transformação de laboratórios STEM na era da digitalização devido à integração de tecnologias digitais e ao reconhecimento da importância do desenvolvimento de habilidades metacognitivas. O artigo examina o papel da metacognição e seu impacto no processo de aprendizagem, bem como o uso de tecnologias digitais, como laboratórios remotos, laboratórios virtuais, realidade aumentada, realidade virtual e dispositivos móveis na educação STEM. Os resultados desta pesquisa sugerem que o uso dessas tecnologias digitais pode ser benéfico para a aprendizagem de ciências no ensino superior e secundário. Além disso, essas tecnologias podem ser usadas para promover o engajamento, a colaboração e o acesso dos alunos ao conhecimento científico. Além disso, a metacognição é uma habilidade importante para professores e alunos, e pode ser desenvolvida através do uso da pirâmide do conhecimento, pirâmide de inteligência emocional, pirâmide metacognitiva e modelos de pirâmide de superdotação.
The aim of this paper is to investigate the relationship between the education of gifted students and S.T.E.M.
activities. More specifically, we investigated whether the characteristics of inquiry-based learning (the
teaching method that is mainly used in S.T.E.M. education), such as collaboration, exchange of views,
complexity, etc. are compatible with the needs and learning preferences of gifted students. Then we explored
applications of such activities and their results in gifted education. According to our results, the
characteristics of inquiry-based learning are compatible with the preferences of gifted students, while the
results of the application of S.T.E.M. activities in the education of gifted children are effective.
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