DIGITAL LIBRARY
LEARNING SCENARIOS EXPERIENCES: A CASE STUDY
Research Centre in Basic Education (CIEB), Instituto Politécnico de Bragança (PORTUGAL)
About this paper:
Appears in: EDULEARN22 Proceedings
Publication year: 2022
Pages: 6103-6106
ISBN: 978-84-09-42484-9
ISSN: 2340-1117
doi: 10.21125/edulearn.2022.1440
Conference name: 14th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2022
Location: Palma, Spain
Abstract:
The technological advancements in the last decade leads to constant social (trans)formations that directly or/and indirectly affect the Educational System, and it’s becoming increasingly clear that students need to get closer to future reality and its prosperity. The STEAM approach is gaining particular momentum in some points around the world, focusing in the 21st century skills (creativity, collaboration, communication and critical thinking). In the sense that the potential of artistic languages and sensibilities are incorporated, this case of study arises from the need and importance of think/reflect/investigate on the subject in the contemporary educative context, focusing on the development of educational activities, investigation and artistic creation under the vision of the STEAM (Science, Technology, Engineering, ARTS and Mathematics) approach. For this, the proposal is the creation of the STEAM Laboratory with the propose designing exploratory actions for the acquisition of skills (artistic, educational and relational) through practical experiences, in a real context that poses successive challenges. These actions are eminently experiential, aimed at teachers and students (1st and 2nd cycles of Basic Education) providing opportunities for assimilation of sensations/emotions/learning in an embodied way (“embodied cognition” or “embodied feeling”). The construction and participation of teachers and students in a STEAM Lab, will be a key element in this study and will be subject of observation and systematic analysis by the researcher, making survey of conceptions, concerns, and challenges on the subject under study and its applications in the classroom. Having as starting point all the intentional and motivational assumptions that underlie the realization of this work, which aims to: i) deepen the knowledge about activities of creation and research framed in a STEAM approach in the field of Basic Education; ii) develop activities of creation and artistic research in a STEAM approach in the educational context; iii) design and implement educational and scientific content / resources framed in a STEAM approach. It is expected that this STEAM Lab will be a space capable of creating opportunities for discussion, experiences and sharing, with the common purpose of deepening knowledge, improving practices and, consequently, the learning of the students involved.
Keywords:
Steam, learning scenarios, learning experiences.