Module 5: High tech in primary school
Module 5: High tech in primary school
Short overview of the topic
Current and emerging technologies can drive the redefinition and reshaping of teaching and learning in accordance with the principles underlying the interdisciplinary STEAM approach, especially through the design of interactive, collaborative, and inquiry-based learning environments.
Learning spaces can ideally be equipped with technologies and materials that are also available in a FabLab or MakerSpace such as 3D modelling and 3D printing, electronics and soldering, stop motion films and coding.
The exploitation of modern technologies in STEAM activity can enhance the quality of learning experiences in which, through hands-on lessons, students can experiment, design and learn potentially all subject areas integrating technology, engineering, maths, art, and other subjects.
Moreover, STEAM activity based on advanced technologies encourages innovation, creativity, communication and collaboration, critical thinking, and problem-solving. Therefore, over time, students develop stronger communication skills, receive more targeted feedback, and learn to get along with a wider range of peers.
The success of these technologies depends upon having a motivated and interested audience. The teacher or the educator should use the technology to augment and supplement learning in new and different ways and to directly engage students in order to promote their participation and inclusion.
Duration of the module: 8 to 10 hours
Learning Outcomes:
The participants will be able to:
implement STEAM activities based on 3D modelling and 3D printing, electronics and soldering, stop motion films and coding in primary schools
understand the added value of activities based on high-tech for STEAM-based projects
Research the technologies and resources related to high tech in primary/elementary school and how to source materials and resources.
Gain new perspectives for using STEAM approaches
Activity overview suggested and the steps to implement it:
This module aims at providing the basic information for implementing STEAM activities with the use of the high-tech tools in educational contexts. The module will highlight the added value of implementing such activities in a STEAM project focusing on 4 main technologies: 3D modelling and 3D printing, electronics and soldering, stop motion films, and coding.
The trainer should have previous competences and experience in using those technologies or collaborate with experts supporting the lesson.
This module is planned for a group of a maximum of 10 primary school teachers.
Step 1: What high-tech STEAM activities can be implemented in primary schools
The trainer starts discussing the differences between high-tech and low-tech with the participants.
The trainer introduces the different technologies which can be used in STEAM projects for primary schools (Hi-Tech technologies for primary schools and Primary school students learn with iPads, 3D printing, CAD, electronics and programming for the future)
The trainer presents real cases (Case study - “The history of the former airport at Munich Riem“ - Project Week at primary school Lehrer Wirth Straße and Case study - “Miniphänomenta” at primary school Lehrer Wirth Straße) on how to implement Steam activities exploiting the potential of the new technologies
Step 2: Exploiting high-tech potential
The trainer will carry out a practical activity with the participants. The activity should be based on the technologies and resources available. The following handouts “3D modelling and 3D printing”, “Soldering and Electronics”, “Stop Motion Films” and “Coding” will provide you 4 different practical activities based on the main emerging technologies.
After having explored the potential of the technology, the participants will be asked to plan a STEAM project based on the technology explored (see module 3 for understanding how to plan a STEAM activity)
RAISING STUDENTS’ INTEREST IN STEM EDUCATION VIA REMOTE DIGITAL FABRICATION: AN IRISH PRIMARY SCHOOL
Fused Deposition Modelling (FDM) Process at Loughborough University
7 FUN & EASY LESSON PLANS TO JUMPSTART 3D PRINTING IN YOUR CLASSROOM
Back to the Future: 3D Printing and the Future of Math Education
Coding Dash Robots - Blockly App Basics - Getting to know the Interface