全速前进:实践基础教育和COVID-19期间的坚持

Madhurima Das
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引用次数: 0

摘要

众所周知,世界需要培养跨学科的问题解决者和创造性的思想家来解决未来的问题。科学、技术、工程、艺术和数学(STEAM)领域的培训对于理解我们周围世界的复杂性以及识别和解决关键的技术和社会问题至关重要。为此,世界各地已经推出了许多项目,让学生接触STEAM领域,并鼓励他们从事STEAM职业。实践证明,基于项目的学习可以让更多的学生参与到STEAM中来,并帮助他们学习未来的关键技能。然而,大多数STEAM教育项目针对的是高中或高中的学生。如果学生在早期就被培养成热爱批判性思考、解决问题和建设的人,他们更有可能追求STEAM领域。本文介绍了基于项目的STEAM课程在6-13岁小学生中的实施情况。它包括对课程设计的详细讨论,对特定学生作业的案例研究,对各种项目参与程度的主观分析,以及对所学课程的讨论。本文还讨论了如何设置学生执行项目的创客空间环境,使其适合这个年龄段的学生。此外,该论文还描述了如何在让学生远程学习的同时保持传统上依赖于面对面反馈、材料和与同伴作为队友的接触的实践STEAM课程。讨论了因COVID-19大流行而保持身体距离的实践学习的教育技术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Full Steam Ahead: Hands-on Elementary Education and Persistence During COVID-19
It is well recognized that the world needs to develop interdisciplinary problem solvers and creative thinkers to address the problems of the future. Training in the fields of Science, Technology, Engineering, Art, and Math (STEAM) is essential for understanding the complexity of the world around us and for identifying and tackling critical technical and social issues. To that end, many programs have been launched all around the world to expose students to STEAM fields and to encourage them to pursue STEAM careers. Hands-on, project-based learning has been shown to get more students engaged with STEAM and help them learn key skills for the future. However, most STEAM education programs target students in upper-middle or high school. If students are nurtured at earlier ages to love thinking critically, solving problems, and building, they are more likely to pursue STEAM fields. This paper describes the implementation of project-based STEAM curriculum with elementary school students from ages 6–13. It includes a detailed discussion of curriculum design, case studies of specific student work, subjective analysis of engagement level with various projects, and discussion of lessons learned. The paper also discusses how the makerspace environment where the students execute their projects has been set up to be accessible for students in this age range. Additionally, the paper describes how a hands-on STEAM curriculum that traditionally relies on in-person feedback, materials, and access to peers as teammates can be maintained while having students learning remotely. Educational techniques for hands-on learning while physical distancing due to the COVID-19 pandemic are discussed.
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