Projects per year
Abstract
The work reported in this paper is informed by PerFECt, a performative framework supporting collaborative learning and creativity that addresses issues related to the effective use of digital technologies to establish and sustain learning communities. Its core principles are reinterpreted to implement unplugged collaborative learning activities to creatively explore sciences, technology and mathematics with special emphasis on the core principles of algorithmic design by presenting recipes in the form of flow diagrams. By presenting the execution of algorithms within a dramabased (theatrical) framework many creative explorations are offered within the so called STEAM education. The adoption of playful activities that put the children’s bodies in motion is well aligned with pedagogical approaches that emphasize embodied knowledge and performance and open up opportunities for deeper personalized learning experiences that promote inclusion of children from different cultural backgrounds.
Original language | English |
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Title of host publication | New Realities, Mobile Systems and Applications - Proceedings of the 14th IMCL Conference |
Editors | Michael E. Auer, Thrasyvoulos Tsiatsos |
Publisher | SpringerOpen |
Pages | 907-916 |
Number of pages | 10 |
ISBN (Electronic) | 9783030962968 |
ISBN (Print) | 9783030962951 |
DOIs | |
Publication status | Published - 9 Apr 2022 |
Event | 14th International Conference on Interactive Mobile Communication, Technologies and Learning - Virtual, Thessaloniki, Greece Duration: 4 Nov 2021 → 5 Nov 2021 Conference number: 14 |
Publication series
Name | Lecture Notes in Networks and Systems |
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Volume | 411 LNNS |
ISSN (Print) | 2367-3370 |
ISSN (Electronic) | 2367-3389 |
Conference
Conference | 14th International Conference on Interactive Mobile Communication, Technologies and Learning |
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Abbreviated title | IMCL 2021 |
Country/Territory | Greece |
City | Thessaloniki |
Period | 4/11/21 → 5/11/21 |
Bibliographical note
The final publication is available at Springer via http://dx.doi.org/ 10.1007/978-3-030-96296-8_82Copyright © and Moral Rights are retained by the author(s) and/ or other copyright owners. A copy can be downloaded for personal non-commercial research or study, without prior permission or charge. This item cannot be reproduced or quoted extensively from without first obtaining permission in writing from the copyright holder(s). The content must not be changed in any way or sold commercially in any format or medium without the formal permission of the copyright holders.
This document is the author’s post-print version, incorporating any revisions agreed during the peer-review process. Some differences between the published version and this version may remain and you are advised to consult the published version if you wish to cite from it.
Funding Information:
This research is partly supported by the Bulgarian Ministry of Education and Science under the National Research Programme ?Information and Communication Technologies for a Single Digital Market in Science, Education and Security? approved by DCM ?577/17.08.2018. The Cooking STEAM activities employ ideas from the pedagogical methodology of the Theatre in Mathematics ? TIM project (project number 2018?1-IT02-KA201?048139) funded by the Erasmus+ programme. Within the context of the MAKER SCHOOLS: Enhancing Student Creativity and STEM Engagement by Integrating 3D Design and Programming into Secondary School Learning (project number 2020?1-BG01-KA201?079274) funded by the Erasmus+ programme, several tangible 3D objects are designed and printed to facilitate the implementation of Cooking STEAM learning activities and the engagement of participants in the creation of tangible flow diagrams. The design and Implementation of the Cooking STEAM activities was done in collaboration with Maria Archontaki (animator), Stefanos Archontakis (chef), George Gypakis (musician and educational musical instruments maker), George Kiskoukis (musician), Alkis Bakaros, Lazaros Charalampidis and Chrysovalanti Mariolou (computer science teachers). The pre-pilot implementation was done in Theodoropoulou Schools (https://theodoropoulou.gr/el/news/view/12526) within their summer activities programme in 2020.
Publisher Copyright:
© 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
Keywords
- Algorithms
- Cooking
- Flow diagrams
- STEAM
ASJC Scopus subject areas
- Control and Systems Engineering
- Signal Processing
- Computer Networks and Communications
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Dive into the research topics of 'Cooking STEAM: A Case Study on Establishing a STEAM Learning Community using a Performative Framework and Cooking'. Together they form a unique fingerprint.Projects
- 1 Finished
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rhythm4inclusion - Promoting Social, Emotional, and Learning Skills of Students with and without Special Education Needs by Developing Teachers’ Capabilities in Music, Dance and Digital Competences
Lameras, P. (Principal Investigator)
1/09/18 → 31/08/21
Project: Research