Creativity in Criticality: tools for Generation Z students in STEM

P. Caratozzolo, A. Alvarez-Delgado, S. Hosseini
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引用次数: 5

Abstract

Endorsed by the Fourth Industrial Revolution and pushed abruptly by the irruption of the Corona crisis, a large number of technological resources, digital platforms, and virtual and augmented reality applications were massively incorporated in all educational areas, including the field of higher education. This phenomenon has been not only ideal but essential in STEM programs (Science, Technology, Engineering, Mathematics), with the aim of developing the aspect of digital transformation, although technological enablers have ended up being used also as Teaching Tools. But what about the Learning Tools? The present work shows that it is possible that, without the adequate design of a framework for the Teaching and Learning Process, these innovative technological resources are not capable of guaranteeing per se the effective intellectual engagement of students in their own learning. The cognitive and metacognitive tools used in this work were designed for the development of four skills declared as fundamental in the Education 4.0 Framework: Innovation and creativity, global citizenship, digital transformation and interpersonal skills. This paper offers findings, results and discussions of a study conducted over 3 years, with more than 200 engineering students, by implementing an approach designed especially for Generation Z students.
关键中的创造力:为Z世代学生提供的STEM工具
在第四次工业革命的推动下,在新冠疫情爆发的突然推动下,大量技术资源、数字平台、虚拟现实和增强现实应用被大规模纳入包括高等教育在内的所有教育领域。这种现象在STEM项目(科学、技术、工程、数学)中不仅是理想的,而且是必不可少的,目的是发展数字化转型的方面,尽管技术推动者最终也被用作教学工具。但是学习工具呢?目前的工作表明,如果没有适当的教学和学习过程框架设计,这些创新的技术资源本身就无法保证学生在自己的学习中有效的智力参与。这项工作中使用的认知和元认知工具是为发展教育4.0框架中宣布的四项基本技能而设计的:创新和创造力、全球公民、数字化转型和人际交往能力。本文提供了一项研究的发现、结果和讨论,这项研究进行了3年多,有200多名工程专业的学生,通过实施一种专门为Z一代学生设计的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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