Makers at School, Educational Robotics and Innovative Learning Environments : : Research and Experiences from FabLearn Italy 2019, in the Italian Schools and Beyond.
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Superior document: | Lecture Notes in Networks and Systems Series ; v.240 |
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Place / Publishing House: | Cham : : Springer International Publishing AG,, 2021. ©2021. |
Year of Publication: | 2021 |
Edition: | 1st ed. |
Language: | English |
Series: | Lecture Notes in Networks and Systems Series
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Online Access: | |
Physical Description: | 1 online resource (364 pages) |
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Table of Contents:
- Intro
- Preface
- Introduction
- Contents
- Introduction to the Main Topics
- Perspectives for School: Maker Approach, Educational Technologies and Laboratory Approach, New Learning Spaces
- 1 Introduction
- 2 Maker Dimension
- 3 Trends and Perspectives
- 3.1 Experiences and Points of View
- 4 Conclusions
- References
- Making: Laboratory and Active Learning Perspectives
- 1 Introduction
- 2 Making as a Bridge Between Pedagogical Tradition and Technological Innovation
- 3 Technology, People, Society
- 3.1 Experiences and Point of View
- 4 Conclusions
- References
- Robotics in Education: A Smart and Innovative Approach to the Challenges of the 21st Century
- 1 Introduction
- 2 Robotics in Education
- 3 Trends and Perspectives
- 3.1 Good Practices
- 3.2 Assessment
- 3.3 Technological Development
- 4 Conclusions
- References
- Innovative Spaces at School. How Innovative Spaces and the Learning Environment Condition the Transformation of Teaching
- 1 Introduction
- 2 The Topic: A Dialogue Between Architecture and Pedagogy
- 3 Trends and Perspectives
- 3.1 Experiences and Points of View
- 4 Conclusions
- References
- Keynotes
- Makers in Education: Teaching is a Hacking Stuff
- 1 Problems and Goals
- 1.1 Troubleshooting
- 1.2 Changing the Paradigm
- 2 A Maker in Education
- 2.1 A Quantum Leap
- 2.2 What is an Edumaker (Maker in Education)?
- 3 Experience of a Maker in Education
- 3.1 Co-m@kingLAB
- 4 Conclusions
- References
- If We Could Start from Scratch, What Would Schools Look like in the Twenty-First Century? Rethinking Schools as a Locus for Social Change
- 1 Introduction: How Do Educational Systems Get Built?
- 2 What is Our Vision for the Future?
- 3 Sobral, Brazil: Examples of Possible Change
- 4 Three Mistakes in Progressive Education.
- 5 The Future of Education Looks like the Present of Makerspaces
- 6 Conclusion: The Ethos of Our Time
- References
- From Classroom to Learning Environment
- References
- Pedagogical Considerations for Technology-Enhanced Learning
- 1 Introduction
- 2 Technology-Enhanced Learning
- 3 Pedagogical Considerations
- References
- School Makerspace Manifesto
- 1 Why a Makerspace Manifesto for Primary and Lower Secondary Schools
- 2 The Potential Relationship Between Schools and Makers
- 2.1 What is a Maker?
- 3 Three Principles on Which Makers and Active Schools Can Agree Before Building a Makerspace
- 3.1 Recognizing the world's Complexity
- 3.2 Showcasing Knowledge
- 3.3 Interacting with the Environment and Objects
- 4 Starting Point and Sustainable Model
- 5 Why a Makerspace? Because It is a Disruptive Way to Make Change
- References
- Elements of Roboethics
- 1 The Birth of Roboethics
- 2 A New Science?
- 3 What Ethics Should Be Applied in Roboethics?
- 4 Emerging and Novel Roboethical Issues
- 5 The Risk of Unintended Machine-Learning Bias
- 6 Ethical Guidelines for All Robots
- 7 Representation of Robots with the General Public and Agnotology Issues
- 8 Conclusions
- References
- Making to Learn. The Pedagogical Implications of Making in a Digital Binary World
- 1 Introduction
- 2 Beyond Making as a Mere Manual Activity
- 3 Unlocking the Digital Box: Making to Learn
- 4 Conclusion
- References
- The Game of Thinking. Interactions Between Children and Robots in Educational Environments
- 1 Laboratory Approach and Educational Robotics
- 2 Towards the Game of Thinking in Primary Schools
- 2.1 Considerations on Experimental Adequacy and Refining the Setting
- 2.2 Drawing Theoretical Conclusions and Identifying Alternative Explanations
- 3 Robotic Labs and Different ER Approaches of Teachers.
- 3.1 Programming a Robot with Preschool Children at "Bambini Bicocca" Infant School
- 4 Conclusions
- References
- Maker Spaces and Fablabs at School: A Maker Approach to Teaching and Learning
- Furniture Design Education with 3D Printing Technology
- 1 Introduction
- 1.1 Design with 3D Printing Technology
- 2 Furniture Design Studio with 3D Printing Technology
- 3 Conclusion
- References
- Makerspaces for Innovation in Teaching Practices
- 1 Introduction
- 2 Methodology
- 3 Objectives
- 4 Expected Results and Impact
- 5 Monitoring and Evaluation
- References
- Montessori Creativity Space: Making a Space for Creativity
- 1 Introduction
- 2 The Context
- 3 Work Method
- 4 Relationship Between Space, Technologies, Teaching and Learning Practices
- 5 Conclusion
- References
- Fab the Knowledge
- 1 Introduction
- 1.1 Making and Prototyping in Contemporary Design Domains
- 1.2 The Research Through Co-design Co-model
- 2 Methodological Approach
- 3 Results and Discussion
- 4 Conclusions
- References
- Teaching Environmental Education Using an Augmented Reality World Map
- 1 Introduction
- 1.1 Profile of School and Students
- 1.2 Description of the Workshop With Students
- 1.3 Grade Level-Age of Students
- 1.4 Material/Resources
- 1.5 Interdisciplinary and Constructivist Approach
- 1.6 Parental Involvement
- 1.7 Active Citizenship
- 1.8 Data Collection
- 2 Findings
- 2.1 Use of Digital Literacy and Citizenship Resources
- 2.2 Course: Study of the Environment
- 2.3 Successes
- 2.4 Challenges
- 2.5 Comments and Feedback
- References
- Laboratory Teaching with the Makers Approach: Models, Methods and Instruments
- The Maker Movement: From the Development of a Theoretical Reference Framework to the Experience of DENSA Coop. Soc
- 1 Introduction. Children, Makers, Key Competences.
- 2 Community and Participation: Makerspace and Social Inclusion
- 3 Key Competences and Active Citizenship
- 4 The Experience of DENSA Coop. Soc
- 5 Conclusions
- References
- Chesscards: Making a Paper Chess Game with Primary School Students, a Cooperative Approach
- 1 Introduction
- 2 Making Chesscards
- 3 Outputs
- References
- A New Graphic User Interface Design for 3D Modeling Software for Children
- 1 Context
- 1.1 Digital Natives and ITC
- 1.2 School Education and Learning for Digital Natives
- 1.3 A New Teaching Methodology: Maker Pedagogy
- 2 The Aim of the Research
- 3 Research Method
- 3.1 Child-Centered Design
- 3.2 Analysis
- 4 The Project: "SugarCad Kids"
- 4.1 Wireframe and Logo
- 4.2 Graphic User Interface for Children (3-7-Year-Old)
- 5 Conclusion
- References
- Museum Education Between Digital Technologies and Unplugged Processes. Two Case Studies
- 1 Introduction
- 2 Museum Display for Science Popularization
- 2.1 Video Floor Installation Showing Symmetries in Motion
- 2.2 Extended Museum of Cosmati Floors. Educational Kit
- 3 Museum Education. Prototyping Educational Kits with 3D Printing in the School Fab Lab
- 3.1 Creative Geometry Kits: Detachable 3D-Printed Apollonius's Cone
- 3.2 ART-TOUCH-LAB. Tactile Kits Made with a 3D Printer
- References
- Officina Degli Errori: An Extended Experiment to Bring Constructionist Approaches to Public Schools in Bologna
- 1 Introduction
- 2 Values, Aims and First Round of Co-design
- 3 Officina Degli Errori: Tinkering Goes to School
- 4 Conclusions and Future Prospects
- References
- Service Learning: A Proposal for the Maker Approach
- 1 Service Learning, Coding and Digital Storytelling: A Methodological Proposal
- 2 The Maker Movement Approach and Coding
- 2.1 Phase 1: "Welcome" App Prototype
- 2.2 Phase 2: The "Welcome" App
- 3 Objectives.
- 3.1 Service Learning Objectives for Students
- 3.2 Curricular Objectives and Key Competences
- 3.3 Expected Results
- 4 Conclusion
- References
- Learning by Making. 3D Printing Guidelines for Teachers
- 1 Introduction
- 2 Fused Deposition Modeling (FDM) 3D Printers
- 3 Stereo Lithography Apparatus (SLA) 3D Printers
- 4 FDM Versus SLA: A Comparison for the Teaching Setting
- 5 Conclusion
- References
- Roboticsness-Gymnasium Mentis
- 1 The Project: LEIS Classroom
- 1.1 Goals
- 1.2 Teaching Methods and Strategies
- 1.3 Cooperative Learning and Cooperative Teaching
- 2 Experiences
- 2.1 Curricular Robotics for First-Year Students (Aged 14-15, Science-Based High School)
- 2.2 STEM
- 2.3 Participation in Exhibitions and Fairs
- 3 Results and Conclusions
- References
- Curricular and Not Curricular Robotics in Formal, Non-formal and Informal Education
- Educational Robotics and Social Relationships in the Classroom
- 1 Introduction
- 2 Materials and Methods
- 2.1 Participants and Procedure
- 2.2 Methodology
- 3 Results
- 4 Conclusion and Future Work
- References
- Analysis of Educational Robotics Activities Using a Machine Learning Approach
- 1 Introduction
- 2 Methods
- 2.1 Procedure and Participants
- 2.2 The Introductory Exercise
- 2.3 Data Preparation
- 3 Results
- 4 Conclusions
- Appendix
- References
- Learning Platforms in the Context of the Digitization of Education: A Strong Methodological Innovation. The Experience of Latvia
- 1 Terminology in the Field of Digital Learning
- 2 Teaching Conditions in Digital Learning Environments
- 3 Methodology
- 4 Learning Platform Evaluation Tool
- 5 Research Results
- 5.1 Teachers Who Use Learning Platforms (N 573) Do So
- 5.2 Teachers Who Do not Use Learning Platforms in the Learning Process (N 79) Give These Reasons.
- 5.3 The Results from the Statistics on the Uzdevumi.Lv Learning Platform Show That.