Repository logo
 
No Thumbnail Available
Publication

Learning Scenarios Experiences: a Case Study

Use this identifier to reference this record.
Name:Description:Size:Format: 
QUINA2022LEA.pdf115.58 KBAdobe PDF Download

Advisor(s)

Abstract(s)

The technological advancement in the last decade leads to constant social (trans)formations that directly or/and indirectly affect de 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 21 st 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 purpose of 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 (1 st and 2 nd 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 a 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.

Description

Keywords

Steam Learning scenarios Learning experiences

Citation

Quina, Nelson Edgar da Silva; Cardoso, Mário (2022). Learning scenarios experiences: a case study. In 14th International Conference on Education and New Learning Technologies: EDULEARN22 Proceedings. IATED: Palma de Maiorca. p. 6103-3106. ISBN 978-84-09-42484-9

Research Projects

Organizational Units

Journal Issue