2023
DOI: 10.1016/j.tate.2023.104210
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Teaching STEAM through universal design for learning in early years of primary education: Plugged-in and unplugged activities with emphasis on connectivism learning theory.

Ralia Thoma,
Nektarios Farassopoulos,
Christina Lousta
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Cited by 8 publications
(12 citation statements)
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References 37 publications
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“…Meier et al [8] discussed the instructional barrier matrix to identify diverse learners and then apply UDL on it to engage students in an effective learning environment. Thoma et al [10] studied the multifaceted advantages of learning and teaching through application of UDL for STEAM teaching of early-stage students with diverse learning needs. This includes learners' active participation, self-reflection on their learning, teachers' professional development and many other benefits of UDL application.…”
Section: Literature Surveymentioning
confidence: 99%
“…Meier et al [8] discussed the instructional barrier matrix to identify diverse learners and then apply UDL on it to engage students in an effective learning environment. Thoma et al [10] studied the multifaceted advantages of learning and teaching through application of UDL for STEAM teaching of early-stage students with diverse learning needs. This includes learners' active participation, self-reflection on their learning, teachers' professional development and many other benefits of UDL application.…”
Section: Literature Surveymentioning
confidence: 99%
“…Pengalaman belajar berbasis proyek dengan pendekatan STEAM mampu mengembangkan pemikiran kreatif dan kritis siswa [17]. Pemanfaatan STEAM dapat meningkatkan partisipasi, refleksi, dan profesional guru [18], [19]. Pembelajaran berbasis STEAM memiliki dampak signifikan dalam meningkatkan keterlibatan belajar, kognisi, kepercayaan diri, dan keterampilan berpikir inovatif anak-anak prasekolah [20].…”
Section: Pendahuluanunclassified
“…The study focus found in the included articles was divided into three themes. The most prominent focus was on learner or teacher perceptions, which was the case in six of the included articles [67][68][69][70][71][72]. One article had a dual focus on both students' learning outcomes and the learning process [73].…”
Section: Study Focusmentioning
confidence: 99%
“…Stylianidou et al [67] investigated how the combination of alternative reality games and augmented reality facilitated students' participation and learning engagement, as well as how technology responded to students' diverse needs. Thoma et al [72], similar to Stylianidou et al [67], focused on students' diverse learning needs. The study focus of Thoma et al [72] was to introduce key competencies for lifelong learning through Science, Technology, Engineering, Arts, Mathematics (STEAM) education.…”
Section: Study Focusmentioning
confidence: 99%