This paper explores the use of a constructivist 21st-century learning model to implement a week-long workshop, delivered as a "hackathon," to encourage preuniversity teenagers to pursue careers in STEM, with a particular emphasis on computer science. For Irish preuniversity students, their experience of computing can vary from word processing to foundational programming, and while many schools are looking to introduce more ICT into the classroom, many students are left with a narrow view of what computer science is all about. Twenty-one students participated in the workshop and completed pre-and post-surveys, and a free word association exercise in the areas of computing and careers in computing. Analysis revealed that students' motivation to learn about the design process, programming, inputs and outputs, and wearable technology (wearables)/Internet of Things (IoT) increased following participation. There were also increases in confidence in inputs and outputs and wearables/IoT following participation, as well as changes in the computing word associations, with students associating computing more with computer programming terms rather than general terms such as the Internet. The findings suggest that the combination of a hackathon event and a model for 21st century learning can be effective in motivating and increasing the self-efficacy of preuniversity teenagers in a number of emerging technological contexts such as IoT and wearables.
This research study explores peer teaching and learning without a domain expert teacher, within the context of an activity where teams of second level students (~16 years old) are required to create a learning experience for their peers. The study looks at how participants would like to be taught and how they would teach their peers if given the opportunity and examines the support they require, their motivation levels, and if they actually learn curriculum content using this approach.An exploratory case study methodology was used, and the findings suggest that students want varied learning experiences that include many of the elements which would fall under the heading of 21st century learning, that with some support and encouragement they can create innovative learning experiences for their peers, and that they can learn curriculum content from the process.
This chapter explores the Bridge21 activity model designed to support the development of an innovative 21st century learning environment in 2nd level schools. Over the past ten years, the model has been developed, trialed and tested with over 14,000 students and over 2,000 teachers, both in informal and formal educational scenarios. Research conducted at Trinity College Dublin has evaluated and underpinned the development of this learning model.The Bridge21 learning model is a pragmatic approach to team-based technology-mediated learning. It is designed to leverage current technology and to release students' potential through a structured move away from individualised, teacher-led learning. Essential elements of the model include: Technology-Mediated, Project-Based, Teamwork and Reflection.This chapter introduces the Bridge21 activity model and provides approaches and techniques to those who wish to design Bridge21 learning experiences. It empowers schools to build on what already works well for teachers and students, while creating the space for innovative ideas and alternative approaches to teaching and learning. It presents a shift in focus from the teaching of individual subjects, to the teaching of key competencies and 21st Century learning skills.
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