A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä
KIKS Creativity and Technology for All (2019)


Houghton, A., Oldknow, A., Diego-Mantecón, J. M., Fenyvesi, K., Crilly, E., & Lavicza, Z. (2019). KIKS Creativity and Technology for All. Open Education Studies, 1(1), 198-208. https://doi.org/10.1515/edu-2019-0014


JYU-tekijät tai -toimittajat


Julkaisun tiedot

Julkaisun kaikki tekijät tai toimittajatHoughton, Anthony; Oldknow, Adrian; Diego-Mantecón, José Manuel; Fenyvesi, Kristof; Crilly, Elizabeth; Lavicza, Zsolt

Lehti tai sarjaOpen Education Studies

ISSN2544-7831

eISSN2544-7831

Julkaisuvuosi2019

Volyymi1

Lehden numero1

Artikkelin sivunumerot198-208

KustantajaDe Gruyter

JulkaisumaaSaksa

Julkaisun kielienglanti

DOIhttps://doi.org/10.1515/edu-2019-0014

Julkaisun avoin saatavuusAvoimesti saatavilla

Julkaisukanavan avoin saatavuusKokonaan avoin julkaisukanava

Julkaisu on rinnakkaistallennettu (JYX)https://jyx.jyu.fi/handle/123456789/67957


Tiivistelmä

To help meet an educational and societal requirement for all students to enjoy, have confidence and ability in creativity and technology, the “Kids Inspiring Kids in STEAM” (KIKS) EU project adopted an intensive Hothousing process challenging students in Finland, Spain, Hungary and the United Kingdom to engage in collaborative problem solving to develop solutions to: “How would you get your schoolmates to LOVE STEAM?” The project provided a process and technology toolkit for students, including those with special educational needs, to achieve their solutions.

A completion rate of 90% suggested that all schools and students could cope with and enjoy the process and associated technology toolkit, which featured social media plus Micro:bit, Tracker and GeoGebra for data collection and modelling.

We have extended the toolkit with simulation software and a graphical programming environment to produce realistic animations of objects in motion. Thus students will have a creativity and technology toolkit to experience the kinds of techniques and skills used by software engineers in the video, games and special effects industries. The toolkit will be on the GeoGebra platform which, in addition to mathematics, embraces STEAM and social media.


YSO-asiasanattiedetekniikka (tieteet)taidematematiikkaluovuusoppiminenmenetelmät

Vapaat asiasanatSTEAM; inclusion; data modeling; creativity; technology


Liittyvät organisaatiot


Hankkeet, joissa julkaisu on tehty


OKM-raportointiKyllä

VIRTA-lähetysvuosi2019

JUFO-taso0


Viimeisin päivitys 2024-12-10 klo 04:30