STEAM as an Innovative Educational Technology
The purpose of this work is to develop a model for the construction of STEAM-education, which is based on project training in the so-called "creative spaces". "Creative spaces" are integration areas of schoolchildren, students and graduate students working in the format of joint...
Main Authors: | , , , |
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Format: | Article |
Language: | English |
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Journal of Social Studies Education Research
2019-06-01
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Series: | Journal of Social Studies Education Research |
Online Access: | http://jsser.org/index.php/jsser/article/view/916 |
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author | Olga Shatunova Tatyana Anisimova Fairuza Sabirova Olga Kalimullina |
author_facet | Olga Shatunova Tatyana Anisimova Fairuza Sabirova Olga Kalimullina |
author_sort | Olga Shatunova |
collection | DOAJ |
description | The purpose of this work is to develop a model for the construction of STEAM-education, which is based on project training in the so-called "creative spaces". "Creative spaces" are integration areas of schoolchildren, students and graduate students working in the format of joint work on projects initiated by various structures of a society and business. The authors of the article analyzed the experience of different countries in the implementation of STEM and STEAM-education and identified the effective ways of structuring technical disciplines, art and creative activity into a single integration program. During 2017-2018 years within the framework of informal and nonformal education, an experimental work was carried out with 32 schoolchildren and 34 students of the Kazan Federal University, aimed at determining the level of the development of such competences as: the ability to manage projects and processes, system thinking, the ability to art creativity, the ability to work within the teams, groups and individuals, the ability to work in a regime of high uncertainty and a rapid change in the conditions of tasks. Analysis of the results of experimental work has shown that the use of "creative spaces" for the implementation of project activities of schoolchildren and students, the inclusion of the category "art" in its content allows students to form skills and competencies necessary for the Industry 4.0. |
first_indexed | 2024-04-10T10:16:24Z |
format | Article |
id | doaj.art-1ea5cf2f0f7943a587a7ca750ff6a605 |
institution | Directory Open Access Journal |
issn | 1309-9108 1309-9108 |
language | English |
last_indexed | 2024-04-10T10:16:24Z |
publishDate | 2019-06-01 |
publisher | Journal of Social Studies Education Research |
record_format | Article |
series | Journal of Social Studies Education Research |
spelling | doaj.art-1ea5cf2f0f7943a587a7ca750ff6a6052023-02-15T16:21:51ZengJournal of Social Studies Education ResearchJournal of Social Studies Education Research1309-91081309-91082019-06-01102131144378STEAM as an Innovative Educational TechnologyOlga Shatunova0Tatyana Anisimova1Fairuza Sabirova2Olga Kalimullina3Kazan Federal University, Elabuga Institute, Elabuga, RussiaKazan Federal University, Elabuga Institute, Elabuga, RussiaKazan Federal University, Elabuga Institute, Elabuga, RussiaThe Bonch-Bruevich Saint-Petersburg State University of Telecommunications, Saint-Petersburg, RussiaThe purpose of this work is to develop a model for the construction of STEAM-education, which is based on project training in the so-called "creative spaces". "Creative spaces" are integration areas of schoolchildren, students and graduate students working in the format of joint work on projects initiated by various structures of a society and business. The authors of the article analyzed the experience of different countries in the implementation of STEM and STEAM-education and identified the effective ways of structuring technical disciplines, art and creative activity into a single integration program. During 2017-2018 years within the framework of informal and nonformal education, an experimental work was carried out with 32 schoolchildren and 34 students of the Kazan Federal University, aimed at determining the level of the development of such competences as: the ability to manage projects and processes, system thinking, the ability to art creativity, the ability to work within the teams, groups and individuals, the ability to work in a regime of high uncertainty and a rapid change in the conditions of tasks. Analysis of the results of experimental work has shown that the use of "creative spaces" for the implementation of project activities of schoolchildren and students, the inclusion of the category "art" in its content allows students to form skills and competencies necessary for the Industry 4.0.http://jsser.org/index.php/jsser/article/view/916 |
spellingShingle | Olga Shatunova Tatyana Anisimova Fairuza Sabirova Olga Kalimullina STEAM as an Innovative Educational Technology Journal of Social Studies Education Research |
title | STEAM as an Innovative Educational Technology |
title_full | STEAM as an Innovative Educational Technology |
title_fullStr | STEAM as an Innovative Educational Technology |
title_full_unstemmed | STEAM as an Innovative Educational Technology |
title_short | STEAM as an Innovative Educational Technology |
title_sort | steam as an innovative educational technology |
url | http://jsser.org/index.php/jsser/article/view/916 |
work_keys_str_mv | AT olgashatunova steamasaninnovativeeducationaltechnology AT tatyanaanisimova steamasaninnovativeeducationaltechnology AT fairuzasabirova steamasaninnovativeeducationaltechnology AT olgakalimullina steamasaninnovativeeducationaltechnology |