ROBOTICS IN STEAM EDUCATION
Learning with educational robotics provides students, who usually are the consumers of technology, with opportunities to stop, question, and think deeply about technology.
When designing, constructing, programming, and documenting the development of autonomous robots or robotics projects, students not only learn how technology works, but they also apply the skills and content knowledge learned in school in a meaningful and exciting way. Educational robotics is rich with opportunities to integrate not only STEM but also many other disciplines, including literacy, social studies, dance, music, and art, while giving students the opportunity to find ways to work together to foster collaboration skills, express themselves using the technological tool, problem-solve, and think critically and innovatively. Educational robotics is a learning tool that enhances students’ learning experience through hands-on mind-on learning. Most importantly, educational robotics provides a fun and exciting learning environment because of its hands-on nature and the integration of technology.
This course aims to promote robotics in classroom by connecting robotics learning with STEAM (Science, Technology, Engineering, Art + Design and Math), an educational framework that brings reality into the classroom by connecting different subjects together in a way that they will relate to both the real and business world and to each other.
Purpose:The main purpose of the course is to help teachers to improve their knowledge in Robotics and S.T.E.A.M in education with their students in their classroom.
Objectives:- To involve teachers in learning activities related to technology, engineering, math, art and science (STEAM)
- To provide the theoretical background of STEAM.
- To experience through hands-on activities to learn the STEAM content, but also gain self-efficacy and a new view of their own capabilities as STEAM teachers.
- To access to the benefits of project-based learning through robotics.
- Discover the usefulness of Arduino in STEAM education.
- To provide basic training on topics such as controls, automatisms, robots and programmable machines.
- To familiarize with current use of robotics and coding in nowadays education Trends.
Teachers: primary, secondary, vocational, adult, special needs; - Teacher trainers; - Headteachers; Principals; Managers of schools.
Methods & Tools:Lectures, exercises, discussions, teamwork, role-playing, study visits.
Coding principles and motivation will increase knowledge about basic coding concepts.
- Develop computational thinking
- The aim of the international curriculum is to develop skills to incorporate programming into the curriculum
- Programming for the classroom
- Programming with BBC micro: bit
- Programming with tablets
- Graphical / semi-textual coding environments
- Robotics, principles and environments
- Develop knowledge and application skills of robot algorithms, mechanics and electronics, design, program coding, activation, use of sensor sensors
- Animations, game basics, game programming concepts
- Switching from block languages to Python