Abstract:Background
Computational approaches in STEM foster creative extrapolations of ideas that extend the bounds of human perception, processing, and sense-making. Inviting teachers to explore computational approaches in STEM presents opportunities to examine shifting relationships to inquiry that support transdisciplinary learning in their classrooms. Similarly, play has long been acknowledged as activity that supports learners in taking risks, exploring the boundaries and configurations of existing… Show more
“…Papert's theory of Constructionism asserts that people construct knowledge when they design, build, and share their own meaningful artifacts (Morado, 2021;Papert, 1991). That is why researchers subscribing to the maker culture and maker movement place emphasis on studying learning and skill development via making, tinkering, coding, and play (Gravel et al, 2022;Honey, 2013;Martinez & Stager, 2013;Timotheou & Ioannou, 2019a, 2019b. These orientations embrace digital fabrication, technology, and computing aiming to integrate the tools, practices, and mindsets of maker learning into curricular enactments, typically to promote STEM or STEAM practices (e.g., Gravel & Puckett, 2023;Timotheou & Ioannou, 2021a, 2021b.…”
Section: Theoretical Foundations Of Maker Educationmentioning
confidence: 99%
“…One specific sight of considerable dissonance is the transition from K12 environments into more formalized university-level STEM learning contexts. It is becoming common that K12 students experience making in ways that are grounded, humanizing, and inspiring (Calabrese Barton & Tan, 2018;Gravel et al, 2022), only to discover those possibilities all but vanish in the higher-education spaces (with some notable exceptions: see Andrews et al, 2021; also https:// csed. engin.…”
Section: Re-examine Claims and Redefine Goals On Equity And Democracymentioning
This special issue aims to sketch the present state of maker learning research, reveal possible tensions, and present future possibilities to articulate principles for learning through design in the era of maker education. The special issue was announced in 2022 in ETR&D, a leading academic journal in educational technology. Of the 50 submissions to the special issue, eighteen (18) were accepted for publication. The editors favored a robust inclusion of papers to help define the contours of the field at present. Four clusters of topics are identified in this collection of papers: (i) STEM+ disciplinary and transdisciplinary learning spaces; (ii) Digital technologies in making, opportunities and challenges; (iii) Assessment practices and frameworks; (iv) Representation, inclusion, and tensions around maker-centered initiatives and reforms. The editors of the special issue believe that these clusters reflect the current state-of-the-art in the field as well as significant questions to guide near future research. Reflecting on these papers but also the overall editorial process, the editors identified several opportunities and provide suggestions on how the field might expand moving forward.
“…Papert's theory of Constructionism asserts that people construct knowledge when they design, build, and share their own meaningful artifacts (Morado, 2021;Papert, 1991). That is why researchers subscribing to the maker culture and maker movement place emphasis on studying learning and skill development via making, tinkering, coding, and play (Gravel et al, 2022;Honey, 2013;Martinez & Stager, 2013;Timotheou & Ioannou, 2019a, 2019b. These orientations embrace digital fabrication, technology, and computing aiming to integrate the tools, practices, and mindsets of maker learning into curricular enactments, typically to promote STEM or STEAM practices (e.g., Gravel & Puckett, 2023;Timotheou & Ioannou, 2021a, 2021b.…”
Section: Theoretical Foundations Of Maker Educationmentioning
confidence: 99%
“…One specific sight of considerable dissonance is the transition from K12 environments into more formalized university-level STEM learning contexts. It is becoming common that K12 students experience making in ways that are grounded, humanizing, and inspiring (Calabrese Barton & Tan, 2018;Gravel et al, 2022), only to discover those possibilities all but vanish in the higher-education spaces (with some notable exceptions: see Andrews et al, 2021; also https:// csed. engin.…”
Section: Re-examine Claims and Redefine Goals On Equity And Democracymentioning
This special issue aims to sketch the present state of maker learning research, reveal possible tensions, and present future possibilities to articulate principles for learning through design in the era of maker education. The special issue was announced in 2022 in ETR&D, a leading academic journal in educational technology. Of the 50 submissions to the special issue, eighteen (18) were accepted for publication. The editors favored a robust inclusion of papers to help define the contours of the field at present. Four clusters of topics are identified in this collection of papers: (i) STEM+ disciplinary and transdisciplinary learning spaces; (ii) Digital technologies in making, opportunities and challenges; (iii) Assessment practices and frameworks; (iv) Representation, inclusion, and tensions around maker-centered initiatives and reforms. The editors of the special issue believe that these clusters reflect the current state-of-the-art in the field as well as significant questions to guide near future research. Reflecting on these papers but also the overall editorial process, the editors identified several opportunities and provide suggestions on how the field might expand moving forward.
“…And design orientation does this by informing and influencing change through engaging practices. Examples of Computational, Gravel, Millner, Tucker-Raymond, Olivares, and Wagh (2022) Aiding understanding of transdisciplinary STEM learning through mapping games and lessons of computational fabrication. And in the humanities, Holmén, Adawi, and Holmberg (2021) pointed out that Education for Sustainable Development (ESD) conducts inter-and transdisciplinary learning processes by engaging students in real challenges of social actors and centers.…”
Section: Literature Review Transdisciplinary Learningmentioning
Aim:The purpose of this study is to explore how design students can identify marine debris problems and generate insights through the computational thinking learning process to better develop design students' ability to learn across domains. Methodology: We have set up a transdisciplinary learning course of "Design Computational Thinking", trying to introduce the knowledge of marine debris in the humanities and environmental sustainability into the course, combining design thinking and computational thinking processes, and guiding students to think about and evaluate problems in stages and complete thematic design. Finally, through the achievement report, Expert assessment, and semi-structured interviews with students, analyze and evaluate their learning effect. Findings: It was found that students were creative in the way to deal with marine debris problems. Computational thinking can have an impact on the design process. In the process of design decision-making, students can think and express hierarchically, and use core strategies to solve problems. Implications/Novel Contribution: This study provides a knowledge base for problem-solving through transdisciplinary and metacognitive learning. The combination of design thinking and computational thinking provides different levels of thinking models for problem-solving and generates insights.
“…In a study on videogames on social networks carried out by Revuelta and Bernabé (2012), they establish the possibility that videogames can be brought to the ICT educational field due to their possibilities of accessing a mass audience; In addition, they allow rapid, cheap distribution and easy access, without representing a burden for the user, but passive learning. Similarly, Gravel et al (2022) understand that the STEM methodology, also based on computer games, allows students to learn transdisciplinary with a focus on remote professional preparation and understanding of a transdisciplinary environment.…”
In our current society, the lexical treasure that Spanish has is made up of numerous words that recognize the expressions of a group of speakers. Due to technological development, this reality is present in the Internet space and among consumers of online content, who discover and learn, from this multimodal tool, new terms that arise daily, giving rise to new words. For this reason, in this dissertation, we aim investigate and treat those terms of Spanish and English origin and even neologisms that make up the world of video games, with a viewing of 50 youtubers and an experimentation of 3 successful video games from which it will be obtained, terms which will be later collated to see how they are treated in the different dictionaries. Thirdly, the percentage of these terms will be obtained through the words collected in the reference corpus of Spanish and English. It will also be addressed what attention video games receive recently as a didactic multimodal tool for learning vocabulary.
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