{"title":"STEAM Camp: Teaching Middle School Students Mathematics, Science and Coding through Digital Designs","authors":"M. Bertrand, I. Namukasa, Li Li","doi":"10.31756/jrsmte.213si","DOIUrl":null,"url":null,"abstract":"In this study, we explore how to teach mathematics, science and coding through digital tools, design projects, and global competencies. We explore the question: How do upper elementary school children develop an understanding of mathematics and science coupled with coding through digital design? The theoretical framework adopted for this study is Kafai and Burke’s (2014) definition of Computational Participation: a shift from code to actual applications; a shift from tools to communities; a shift from starting from scratch to remixing; and a shift from screens to tangibles. We conducted a qualitative case study interlinked with Design-Based Research. Both STEAM camps were an outreach program for students in grades 4-8 in Ontario, Canada. The two camps were designed and facilitated by a research team from the Faculty of Education. The research team developed the curriculum through an iterative process (design-test-revise-repeat). There were 43 students registered in the STEAM camps, and 34 of them participated in the study. We collected observation, interviews, audio/video recordings, and survey data as well as pictures of the students’ work. Our main findings were that students were provided with opportunities to: 1) develop a deeper understanding of curricular concepts; 2) engage more with the digital tools when they were remixing, improving, and reimaging the design; and 3) apply their knowledge to global competencies. The findings of this research have implications for improvements in researching, designing, and implementing design projects as part of a pedagogical approach to teaching mathematics and science, coupled with coding, in an interdisciplinary context.","PeriodicalId":44353,"journal":{"name":"African Journal of Research in Mathematics Science and Technology Education","volume":"112 1","pages":""},"PeriodicalIF":0.7000,"publicationDate":"2023-05-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"African Journal of Research in Mathematics Science and Technology Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.31756/jrsmte.213si","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"EDUCATION, SCIENTIFIC DISCIPLINES","Score":null,"Total":0}
引用次数: 0
Abstract
In this study, we explore how to teach mathematics, science and coding through digital tools, design projects, and global competencies. We explore the question: How do upper elementary school children develop an understanding of mathematics and science coupled with coding through digital design? The theoretical framework adopted for this study is Kafai and Burke’s (2014) definition of Computational Participation: a shift from code to actual applications; a shift from tools to communities; a shift from starting from scratch to remixing; and a shift from screens to tangibles. We conducted a qualitative case study interlinked with Design-Based Research. Both STEAM camps were an outreach program for students in grades 4-8 in Ontario, Canada. The two camps were designed and facilitated by a research team from the Faculty of Education. The research team developed the curriculum through an iterative process (design-test-revise-repeat). There were 43 students registered in the STEAM camps, and 34 of them participated in the study. We collected observation, interviews, audio/video recordings, and survey data as well as pictures of the students’ work. Our main findings were that students were provided with opportunities to: 1) develop a deeper understanding of curricular concepts; 2) engage more with the digital tools when they were remixing, improving, and reimaging the design; and 3) apply their knowledge to global competencies. The findings of this research have implications for improvements in researching, designing, and implementing design projects as part of a pedagogical approach to teaching mathematics and science, coupled with coding, in an interdisciplinary context.
期刊介绍:
The editorial policy of'' the African Journal of Research in Mathematics, Science and Technology Education (AJRMSTE) is to disseminate, as widely as possible, high quality research findings and well written articles on Curriculum Studies; Teacher Education; Education for Development; Mathematics Education; Science Education; Design & Technology Education and Computer Education. Articles that promote the understanding of curricular policy and diverse socio-cultural issues and those which stimulate epistemological and methodological debates are welcome. The editorial board welcomes articles that will contribute to the overall development of science, mathematics, technology and environmental education in Africa.