STEAM-powered computing education: Difference between revisions

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== Introduction ==
== Introduction ==



Revision as of 18:16, 14 October 2013

Introduction

STEAM stands for STEM + Arts. According to Kylie Peppler (2013:38) “Incorporating novel, cross-disciplinary technologies such as e-textiles in computing education [STEAM] can broaden participation, particularly by women, and improve learning outcomes.”. “Taken together, emerging tools, materials, practices, and products at the intersection of the arts and the STEM disciplines could revolutionize computing education as well as have rippling impacts within each of these fields.” (p. 43)

Principles

Drawing from their experience with e-textiles, Peppler (2013) have developed a series of eight guiding principles of STEAM-powered computing education:

  1. Choose open-ended, personal, and aesthetic tools and materials
  2. Make design thinking central
  3. Create authentic combinations of STEM and the arts
  4. Facilitate easy-entry, but challenging, designs
  5. Purposefully contrast multiple media, tools, and materials
  6. Involve a range of disciplinary experts
  7. Devise new assessments, pedagogy, and learning environments
  8. Document and showcase work

Bibliography

See also: Kylie A. Peppler's list in the dblp bibliogrphy.

  • Kylie Peppler, Diane Glosson, Yasmin Kafai, Deborah Fields, and Kristin Searle. 2011. Articulating creativity in a new domain: expert insights from the field of e-textiles. In Proceedings of the 8th ACM conference on Creativity and cognition (C&C '11). ACM, New York, NY, USA, 385-386. DOI=10.1145/2069618.2069708 http://doi.acm.org/10.1145/2069618.2069708
  • Yasmin B. Kafai, Kylie A. Peppler, Quinn Burke, Michael Moore, Diane Glosson: Fröbel's forgotten gift: textile construction kits as pathways into play, design and computation. IDC 2010: 214-217