Related papers: STEAM-Makerspace
In this paper we present our experience in using visualization in mathematics education. The experience with our university courses: "Computer tools in matematics" and "Symbolic algebra" provides the basis for mathematics teacher education…
Upper-division physics students spend much of their time solving problems. In addition to their basic skills and background, their epistemic framing can form an important part of their ability to learn physics from these problems.…
STEM has attracted great consideration. The purpose of research is: (1) study STEM education, (2) explore STEM education with the creative and experiential activity, (3) suggest applying STEM education by designing technical toys for the…
Manipulatives used in the right way help improve mathematical concepts leading to better learning outcomes. In this paper, we present a phygital (physical + digital) curriculum inspired teaching system for kids aged 5-8 to learn geometry…
In this paper, we will discuss the design and implementation of three educational robotics workshops that focus on the use of robotics for addressing real-world societal problems. Through the workshops, we aimed to investigate how the…
Quantum computing is an emerging field with growing implications across science and industry, making early educational exposure increasingly important. This paper examines how quantum computing concepts can be introduced into high-school…
In this paper, we describe the possibilities of using a rapid mental computation system in elementary education. The system consists of a number of readily memorized operations that allow one to perform arithmetic computations very quickly.…
This article describes some collaborative activities of the authors, aimed at improving science education in elementary schools. These include curriculum enhancement, development of new apparatus (a wind tunnel), science-education web site…
The article highlights the promising ways of providing access to the mathematical software in higher educational institutions. It is emphasized that the cloud computing services implementation is the actual trend of modern ICT pedagogical…
Scientific research involves mathematical modelling in the context of an interactive balance between theory, experiment and computation. However, computational methods and tools are still far from being appropriately integrated in the high…
Social computing is the study of how technology shapes human social interactions. This topic has become increasingly relevant to secondary school students (ages 11--18) as more of young people's everyday social experiences take place…
The QuVis Quantum Mechanics Visualization project aims to address challenges of quantum mechanics instruction through the development of interactive simulations for the learning and teaching of quantum mechanics. In this article, we…
This article proposes and discusses qualitatively the use of a didactic board game in Science Education for high school students. The game contemplates in an interdisciplinary way the areas of Physics, Biology, Chemistry and Astronomy and…
This article addresses the logistics of implementing projects in an undergraduate mathematics class and is intended both for new instructors and for instructors who have had negative experiences implementing projects in the past. Project…
We build on theoretical foundations of tool-mediated learning, tool design, and human computer interaction to develop a framework for implicit scaffolding in learning environments. Implicit scaffolding employs affordances, constraints,…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…
The teaching of general relativity at the secondary school and lower undergraduate university levels is necessarily based on approaches with a restricted use of mathematics. An important aspect of teaching general relativity at this level…
This study examines the integration of digital collaborative tools and structured peer evaluation in the Machine Learning for Health master's program, through the redesign of a Biomedical Image Processing course over two academic years. The…
To enhance the undergraduate and graduate engineering education for nanoscale materials, devices and systems, we report a multi-disciplinary course based on the integration of theory, hands-on laboratory and hands-on computation into a…
The article deals with the problem of intellectual development of students in learning of physics by means of computer simulation. The main objectives of teaching computer simulation in learning of physics is the general outlook…