STEM (Science), Robots, Codes, Maker’s Space Overview

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STEM, robotics, codes, and maker spaces make learning about and exploring 21st-century technology and skills enjoyable and effective for kids. Students’ interest in STEM, Robotics, Coding, and Engineering education and professions has been shown to be stimulated by early exposure to STEM knowledge.

STEM (STEAM)

Integrated STEM is a curriculum style that “uses an interdisciplinary, hands-on approach that relates to real-world applications” in Middle Tennessee schools and after-school activities (NASA, 2020a). The NASA STEM Engagement initiative has taken the lead in delivering quality STEM education tools to children, instructors, and parents. This decision is ethically constructive and useful from a global point of view.

Why is it significant?

NASA may encourage STEM education innovation and collaboration by cooperating with national partners such as Texas State University and fostering collaboration and diverse ideas among educators in the STEM Educator network. (NASA, 2020a).

What are the downsides and/or barriers, and how might these be overcome?

Collecting the materials needed to create engaging classes might be a disadvantage. The lesson plans were produced by NASA using materials that might be found at home or in school supply rooms. NASA EPDC has made professional development for educators simple by providing a number of webinars throughout the month on various hours and days. The EPDC schedule provides for maximum involvement even if an instructor is unable to attend one of the EPDC webinars. (NASA, 2020b).

Where is it going in the future?

Informal STEM education, which includes instructors who work in non-traditional learning environments, for example, museums, education groups, and after-school programs, is in a state of rising development. NASA EPDC personnel assist informal educators by ensuring that all individuals of all ages have equal access to high-quality STEM resources in both formal and informal learning contexts (NASA, 2020c).

Robotics

Robotics is an excellent method for teaching pupils about engineering design and technology. Engineering design, mechanical components, electrical and electronic systems, coding, and invention are just a few of the STEM curriculum areas that students can study simultaneously. Robotics also assists students in developing important 21st-century work skills such as teamwork, communication, and presentation. (FIRST, 2022). This decision is ethically controversial and useful despite specific issues (Belk, 2020; Liang et al., 2021).

Why is it significant?

FIRST Robotics is essential because it helps kids build critical 21st-century job skills to help them thrive in today’s competitive market. According to research, it also assists in connecting young pupils to STEM education and career options (Schrum & Sumerfield, 2018).

What are the downsides and/or barriers, and how might these be overcome?

Coaches and mentors frequently struggle to provide sufficient time for the robot’s completion. Because most schools only devote an hour to STEM lessons, students must gather after school or on weekends to finish the robot and practice competing, which can be challenging for children who take the bus to school.

Where is it going in the future?

The FIRST robotics program is rapidly expanding worldwide, particularly in the United States. Shortly, the tournaments will switch to virtual robotics contests and access to significant public places with hundreds of people converging. The program will be able to continue while also safeguarding individuals from the epidemic as a result of this modification.

Hour of Code (Coding in Education)

Code’s Hour of Code is a one-hour coding course. This educational non-profit supports computer science and coding instruction in schools to boost the involvement of young women and other underrepresented pupils (Code.org, n.d.). The decision for affordable education in the field of coding is clearly ethically correct.

Why is it significant?

Students need to learn how to code because it gives them computational thinking and 21st-century abilities. “Coding is regarded as a vital aspect of computer science, STEM, and the ultimate purpose of creativity,” according to Schrum and Sumerfield (2018, p. 10). Hour of Code lessons encourage achievement through brief programming sessions in which students can see what they have developed, encouraging confidence and accomplishment.

What are the downsides and/or barriers, and how might these be overcome?

Pair programming, a device-sharing method in which students collaborate as a group, aids Code.org in overcoming the limitations of limited devices and poor internet access. Two students collaborate to finish the tutorial, sharing duties and solving the task jointly. This method works particularly well for pupils who are afraid of technology and may be matched with a more experienced student to help them gain confidence.

Where is it going in the future?

With each passing day, technology advances, and coding activities are growing beyond the standard curriculum to include various learning games and activities. Minecraft Education, a game-based instructional program, is one form of coding. According to McColgan et al. (2018), serious games may assist instructors by including educational material and learning objectives to improve learning outcomes in the classroom.

Maker’s Spaces

The maker movement brings together a variety of creative tools to foster hands-on learning, engagement, transdisciplinary STEM integration, and personalized learning. Maker spaces offer learner-centered experiential learning that is matched students’ interests and key constructivist learning ideals (Schrum & Sumerfield, 2018). Students and educators love the maker movement because it allows them to create, grow, and explore while learning via creativity and technology. Conceptually, Maker’s Space is an influential and ethically correct concept that gives people a lot of new opportunities.

Why is it significant?

Working as part of a team, communication, problem-solving, cooperation, and engineering knowledge are just a few qualities kids gain in a maker space (Pocock, 2016). According to Lofton (2017), the maker space gives kids the ability to become producers rather than just consumers. It aids kids in developing their information technology literacy abilities.

What are the downsides and/or barriers, and how might these be overcome?

Expenses associated with getting started and acquiring the equipment might be disadvantageous. However, several grants are available, and no specific equipment is required. Every maker space, according to Lofton, will and should be unique, catering to the interests and requirements of its community (Lofton, 2017).

Where is it going in the future?

“A maker space is not merely a location for building things,” argues Lofton (2017), “It encourages kids to think, learn something new, be creative in completing tasks, share their results with others, and grow as they do so” (p. 18). Maker spaces are important in education because of these traits, and they will continue to expand.

References

Belk, R. (2020). The Service Industries Journal, 41(13–14), 860–876. Web.

Code. (n.d.). Web.

FIRST. (2022). Web.

Lofton, J. (2017). Students are makers! Building information literacy skills through makerspace programs. CSLA Journal, 40(2), 18–16.

Liang, T. P., Robert, L., Sarker, S., Cheung, C. M., Matt, C., Trenz, M., & Turel, O. (2021). Internet Research, 31(1), 1–10. Web.

McColgan, M. W., Colesante, R. J., & Andrade, A. G. (2018). Pre-service teachers learn to teach with serious games. Journal of STEM Education: Innovations & Research, 19(2), 19–25.

Schrum, L., & Sumerfield, S. (2018). Learning supercharged: Digital age strategies and insights from the edtech frontier. Portland, OR: International Society for Technology in Education.

NASA. (2020a). Web.

NASA. (2020b). Web.

NASA. (2020c). About Us. Texas State University. Web.

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