scholarly journals STEAME Model in Action: Challenges and Solutions in Mastering the Digital Culture

2021 ◽  
Author(s):  
Eugenia Kovatcheva ◽  
Milena Koleva

Due to the digital transformation of everyday practice the process of education has become more complicated than ever before. The role of teachers is more complex as they are not the only source of information and knowledge for their students anymore. Formally or informally, they need to help students develop new competencies and prepare them for the unknown future in the fast-growing and changing labor market. Essential part of these new competencies lies in the interconnected fields of Science, Technology, Engineering and Mathematics. In order for students to obtain them a variety of learning approaches have to be applied in an interdisciplinary educational environment and digital culture. The new generations of digital natives grow up with a set of skills about engaging in the digital world as a basic knowledge. Furthermore, to provide students with more holistic understanding the concepts of Arts are integrated with STEM to become STEAM education. This chapter presents extended education model taking STEM and STEAM to the next level and bringing the Entrepreneurship discipline to create an integrated STEAME curriculum. This chapter presents an integrated STEAME curriculum model, methodology for its implementation and STEAME classroom and environment design as a new education approach to tackle the challenges of the development of skills for the 21st century.

2020 ◽  
Vol 18 (3) ◽  
pp. 183-188
Author(s):  
V. Prezhdarova ◽  
D. Pastarmadzhieva

The online world offers a huge number of opportunities and variety of information sources, which differ significantly from each other. To high extent the online world is the place, where youth spend most of their time. In such situation the creative and critical thinking are essential to help youth integrate and develop their individuality in the digital world. Furthermore, the interdisciplinary nature of digital art serves to develop creativity and critical thinking. In this way, they create new knowledge, which forms the necessary qualities for faster socialization in the virtual society. Thus, digital art merges with STEAM education, where science and art are integrated, namely Science, Technology, Engineering, Arts and Mathematics. The purpose of the current study is to identify the possible impact of STEAM education on the formation of the creative and critical thinking among young people. The authors use various methods such as analysis of the content, historical and comparative approach. The results show that the digital art and STEAM education can give the youth knowledge about how the technology is created and then express themselves through the art, which leads us to the conclusion that the indeed can support the creative and critical thinking.


2015 ◽  
Vol 5 (2) ◽  
pp. 37 ◽  
Author(s):  
Andy M. Connor ◽  
Sangeeta Karmokar ◽  
Chris Whittington

This paper sets out to challenge the common pedagogies found in STEM (Science, Technology, Engineering and Mathematics) education with a particular focus on engineering. The dominant engineering pedagogy remains “chalk and talk”; despite research evidence that demonstrates its ineffectiveness. Such pedagogical approaches do not embrace the possibilities provided by more student-centric approaches and more active learning. The paper argues that there is a potential confusion in engineering education around the role of active learning approaches, and that the adoption of these approaches may be limited as a result of this confusion, combined with a degree of disciplinary egocentrism. The paper presents examples of design, engineering and technology projects that demonstrate the effectiveness of adopting pedagogies and delivery methods more usually attributed to the liberal arts such as studio based learning. The paper concludes with some suggestions about how best to create a fertile environment from which inquiry based learning can emerge as well as a reflection on whether the only real limitation on cultivating such approaches is the disciplinary egocentrism of traditional engineering educators.


2018 ◽  
Vol 7 (1.8) ◽  
pp. 164 ◽  
Author(s):  
S Kusuma ◽  
D Kasi Viswanath

The internet of things & Big data analytics in eLearning brings tremendous challenges & opportunities to educational institutions & students. In recent trends, the growth of Pervasive computing, Social media, evolving IoT capabilities, technologies such as cloud computing, and big data and analytics are improving the core values of teaching and conducting research but also instilling a new digital culture and developing an IoT-centric society. The primary purpose of this paper is to provide an impact of IoT & Big data analytics in the area of E-learning and study on different E-learning approaches. 


Author(s):  
Valeria M. Cabello ◽  
M. Loreto Martinez ◽  
Solange Armijo ◽  
Lesly Maldonado

Education in the early years is an excellent space for promoting integrated learning. The STEAM education model combines Science, Technology, Engineering, Arts and Mathematics holistically and has gained force globally, mostly in developed countries. However, in developing countries of Latin America, STEAM education programs are incipient and still unfamiliar to many early childhood and primary school educators. "Pequeños Científicos" is a pioneer educational program in Chile aimed at providing extracurricular academic enrichment to students 3 to 10 years old, with a gender-empowering approach. With a cross-sectional design and integrating data from students, researchers and educators, this article documents program design and implementation issues based on a partial application of SWOT analysis grounded on strengths, weaknesses and opportunities. The strengths were the strongest elements that might be transferred to similar interventions, for instance, students were positively engaged in the learning processes and actively communicating their advances through diverse artistic formats. The weaknesses were mainly difficulties that can be avoided in future replication, such as teachers' management of children's behavior. Opportunities present alternatives to these types of programs to improve and grow; for example, through articulation of the courses and including children with additional needs. We call for tackling the weaknesses for more efficient application and discuss the promotion of STEAM learning in the early years in the contexts of high educational inequality for future replication in diverse contexts.


2021 ◽  
Vol 5 (1) ◽  
pp. 11-26
Author(s):  
Ewan Clayton

Abstract Since Traube (1861-1907) paleography has been concerned primarily with methods for transcribing, dating and placing texts. This paper responds to two changes in perspective that have occurred within western culture over the last century: the arrival of a digital world which saw the transformation of computers from calculating devices into new tools for writing and reading and a cultural shift away from a Cartesian perspective that distinguishes between body and mind and privileges self aware rationality over felt experience. For the purposes of this paper the link between these trends is that both throw new emphasis on writing as an activity rather than a product. This paper looks at how insights from the digital, and body-based disciplines of document creation might then interact with the paleographical and each other. The influences all run both ways, the paleographical can effect the digital as much an understanding of the digital can bring new ways of seeing to the paleographical.


2022 ◽  
pp. 175-196
Author(s):  
Marja Bertrand ◽  
Immaculate Kizito Namukasa

Globally, computational thinking and coding in schools has become more popular as well as a growing area of interest in education reform. Coupling coding with creative thinking promises to meaningfully engage students in their learning and to improve their coding and computational thinking skills. This prompts discussions about STEAM (Science, Technology, Engineering, Arts, and Mathematics), which promotes creativity and innovation through the integration of the arts in STEM subjects. This study addresses the following question: What mathematics and computational thinking do students learn through different models of STEAM education in non-profit and in-school contexts? A small sample was taken of four different STEAM programs in Ontario, Canada. We carried out a qualitative case study with 103 participants, 19 adults and 84 students. The findings from this study have implications for designing, implementing and researching K-8 STEAM programs that promote coding and computational thinking skills in the context of learning mathematics.


2019 ◽  
Vol 9 (3) ◽  
pp. 184 ◽  
Author(s):  
Meng-Leong How ◽  
Wei Loong David Hung

In science, technology, engineering, arts, and mathematics (STEAM) education, artificial intelligence (AI) analytics are useful as educational scaffolds to educe (draw out) the students’ AI-Thinking skills in the form of AI-assisted human-centric reasoning for the development of knowledge and competencies. This paper demonstrates how STEAM learners, rather than computer scientists, can use AI to predictively simulate how concrete mixture inputs might affect the output of compressive strength under different conditions (e.g., lack of water and/or cement, or different concrete compressive strengths required for art creations). To help STEAM learners envision how AI can assist them in human-centric reasoning, two AI-based approaches will be illustrated: first, a Naïve Bayes approach for supervised machine-learning of the dataset, which assumes no direct relations between the mixture components; and second, a semi-supervised Bayesian approach to machine-learn the same dataset for possible relations between the mixture components. These AI-based approaches enable controlled experiments to be conducted in-silico, where selected parameters could be held constant, while others could be changed to simulate hypothetical “what-if” scenarios. In applying AI to think discursively, AI-Thinking can be educed from the STEAM learners, thereby improving their AI literacy, which in turn enables them to ask better questions to solve problems.


Author(s):  
Katarzyna Borawska-Kalbarczyk

The article presents selected aspects of the process of cognitive functioning of the users of contemporary technologies and the Internet, with special consideration of the negative effects of being immersed in the digital culture. The introduction synthetically characterizes the digital world, focusing on the most active users of the virtual space. In the body of the text, the author analyzes the negative effects of an individual’s functioning in the Internet space, especially those related to the change in the way of information acquisition and processing. The conclusions refer to implementing educational postulates connected with helping students develop the culture of behavior in the virtual space, involving as major elements the ability to distance oneself from digital media, to engage in deep reflection, and to organize and sort the acquired information. These skills are treated as crucial, ensuring the rational use of digital technologies. Focusing educational activities on the formation of youths’ media competence offers them an opportunity of fuller intellectual development, the sense of security in the context of expansion of the media, and active participation in the information society by structuring the available information and the knowledge constructed on its basis.


2014 ◽  
Vol 26 (1) ◽  
pp. 2-13 ◽  
Author(s):  
Mohammad A. Chowdhury

Purpose – The purpose of this paper is to define the necessity of total quality management (TQM) and quality assurance (QA) study into the undergraduate chemistry/science/engineering curriculum based on the consideration of current declining trend of science education, lack of social, business and technological implications with science, and for students to perceive science knowledge as useful, interesting and relevant. Design/methodology/approach – The course design is outlined as an integrated and part of the science curriculum where “student-centred” and participative “inquiry-based” learning approaches is suggested to teach TQM and QA. Findings – TQM and QA provide the opportunity to learn applied science and associated business consequences, enhance student motivation and engagements, improves decision-making and problem-solving abilities. Students become creative, develop thinking capability in a structured and logical way to express views, and evidently their knowledge-building efforts become apparent. Research limitations/implications – The impetus of the “unit course” design is to focus on the fundamental concepts and understanding of TQM and QA, develop basic knowledge and practices, and explain quality system development and continuous improvement process. Practical implications – TQM and QA study help students easily accommodate into the workforce; and enhance employability. Students achieve higher awareness of the social implications of science studies, better prepared to become future informed citizens, and take responsibility. Originality/value – The paper discusses the rationale of TQM and QA study in the undergraduate course, and explains the underlying causes for not being receptive in the higher education. The paper discusses implicated contents and issues related to TQM and QA required to consider for implementation and, in context of the outlined course.


2021 ◽  
Vol 7 (2) ◽  
Author(s):  
Bobby Daniel Nalle

Secularization and digital culture are the influencing aspects that define the characteristics of religious societies in the 21st century. As a formation of the history of social change, these two elements greatly determine the efforts of religion, in doing theology and church services at the present, in the term of digital theology. Indeed, It is determined by the surprising rise of the COVID-19 pandemic which forces religious efforts to deal with digital things. As a new experience, digital theology seeks a form as to how the social change made it. Elements such as secularization,  digital culture, and church formation become the important aspects to determine the direction of doing theology. Based on these new experiences, this paper will describe a sketch of how to doing digital theology in Indonesia, especially in the case of GMIT. With the theology of incarnation as the frame, digital theology puts the relational substance (God-human, among human relationships and between the real and digital world. As the digital world as a locus, digital theology therefore over a liquid digital church and the presensia-accompaniment model of a church mission to be the sketch of doing theology in the digital context in Indonesia.AbstrakSekularisasi dan kultur digital adalah dua elemen yang berpengaruh dalam ciri keberagamaan masyarakat religius di abad ke 21. Sebagai bentukan dari sejarah perubahan sosial, kedua hal ini sangat menentukan upaya  beragama, berteologi dan bergereja  dalam konteks kekinian.  Salah satu istilah yang dikedepankan adalah teologi digital. Bentuk berteologi digital saat ini justru didorong oleh situasi pandemi COVID-19. Sebagai sebuah pengalaman dadakan dan baru berteologi secara digital menjadi upaya mencari bentuk mengikuti perubahan sosial` Elemen seperti sekularisasi dan kultur digital dan geliat beragama menjadi aspek yang menentukan arah berteologi. Dengan berpatokan pada pengalaman baru inilah tulisan ini berkenan memberikan gambaran sketsa berteologi digital di Indonesia melalui pengalaman bergereja di GMIT. Payung teologi inkarnasi yang dipakai sebagai usulan berteologi, mendasari keterkaitan relasional baik antara Allah dan manusia, antar-manusia maupun antara  dunia real dan digital. Dalam memaknai ruang digital menjadi locus berteologi, maka sketsa gereja cair digital, dan model kehadiran digital presensia dan accompaniment menjadi sebuah tawaran bergereja dan bermisi dalam konteks digital di Indonesia.


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