2015
DOI: 10.5642/steam.20150201.8
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Designing for Immersive Technology: Integrating Art and STEM Learning

Abstract: Students struggle to learn science, technology, engineering and mathematics concepts. The arts have been proposed as a means to engage students in STEM education, resulting in the idea of STEAM. This study investigates how two students in a six-week summer program solved technological and design production problems to create public service announcements for the immersive fulldome on the topic of water conservation. Qualitative data were collected, including interviews, observations, artifacts of student work a… Show more

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Cited by 7 publications
(4 citation statements)
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“…Based on the findings derived from the interviews of the participants in Creative Coding workshops, and the analysis of the collected data, several conclusions can be drawn. As already pointed out by scientific literature [11,13,19] the integration of art, into the teaching and learning processes, has the potential to enhance engagement and attract girls to STEAM fields. The integration of music, or art as a final result of coding practice, and audio-visual perception of music holds great potential in enhancing the interest of girls in the fields of coding and STEAM.…”
Section: Results Of Interviewmentioning
confidence: 99%
See 1 more Smart Citation
“…Based on the findings derived from the interviews of the participants in Creative Coding workshops, and the analysis of the collected data, several conclusions can be drawn. As already pointed out by scientific literature [11,13,19] the integration of art, into the teaching and learning processes, has the potential to enhance engagement and attract girls to STEAM fields. The integration of music, or art as a final result of coding practice, and audio-visual perception of music holds great potential in enhancing the interest of girls in the fields of coding and STEAM.…”
Section: Results Of Interviewmentioning
confidence: 99%
“…Since the whole process is novel and unusual, we wanted to learn from the girls [25] and hear in their own words how they describe their experience in this process. Bearing in mind their very young age (10)(11)(12)(13)(14)(15), we sent hard copy requests to all parents for consent to interview the girls. After obtaining parental consent for running a research study in parallel with a coding session we chose two complementary methods for analysis of Creative Coding sessions impact -observation and interview.…”
Section: Methodsmentioning
confidence: 99%
“…Pembelajaran STEAM menurut (Crayton & Svihla, 2015) diposisikan sebagai pendekatan pembelajaran yang dapat dilaksanakan secara terpadu atau terintegrasi, berikut bagaimana STEAM dapat diintegrasikan. Kita dapat melakukan visualisasi sifat interdisipliner pendidikan STEAM di mana Sebagai guru abad 21 harus mampu melaksanakan pembelajaran secara inovatif dengan penguasaan materi yang benar dan memadahi, serta pendekatan pedagogi dan teknologi yang tepat.…”
Section: Tinjauan Pustakaunclassified
“…The idea is to provide a physical output that is more interesting and easier for children to understand than simple textual output. The longstanding use of turtle graphics to teach programming (starting with the LOGO programming language) has also influenced the Dancing Computer project, with many of the dancer commands (such as translation and rotation) drawn from the turtle graphics nomenclature (Crayton and Svihla, 2015).…”
Section: Introductionmentioning
confidence: 99%