Search results for "Steam Education"

showing 4 items of 4 documents

Introducing Golden Section in the Mathematics Class to Develop Critical Thinking from the STEAM Perspective

2021

The Golden Section is a mathematical concept that is one of the most famous examples of connections between mathematics and the arts. Despite its widespread references in various areas of nature, art, architecture, literature, music, or aesthetics, discussions of the golden ratio often turn out to be false or misleading. Most of the incorrect statements are based on approximations or stem from the lack of checking the facts, making scientific mistakes in verifying the original scientific, historical, cultural context, or performing arbitrary operations in the measurements. This article offers geometric data and measurements, which allow the students to explore the golden ratio in various co…

kuvataidematematiikkaSTEAM EducationDynamic Geometryarkkitehtuurigeometriaopetuskulttuuritaustakultainen leikkaus
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Developing and Evaluating Educational Innovations for STEAM Education in Rapidly Changing Digital Technology Environments

2022

In this paper, we offer three examples from our research projects on both technological and pedagogical innovations to illustrate the impact of rapid technology changes on research. Members of our research team both developed and used technology applications in their research projects, utilizing design-based research (DBR). During the experiments, we encountered new challenges by the end of the research cycle due to updates in technologies. Although we had an idea of how to redesign the project for the next cycle based on the analyses of data, we noticed that we needed to not only redesign our approaches based on the research results but the changes in technologies were so rapid that materi…

flipped classroomsAugmented Realitymatematiikkatechnological and pedagogical innovationsluonnontieteetteknologinen kehitys3D printingaugmented realitykäänteinen opetusSteam Education3D Printingsteam educationTechnological and Pedagogical Innovationsteknologiaopetusmenetelmät3D-tulostusFlipped Classroomsopetusteknologialisätty todellisuus
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STEAM Practices to Explore Ancient Architectures Using Augmented Reality and 3D Printing with GeoGebra

2021

Abstract In this study, we develop mathematical educational practices for students to explore ancient buildings using GeoGebra, Augmented Reality and 3D printing. It is an interdisciplinary approach, intertwining history, culture, mathematics, and engineering. For example, the 3D modelling of Cheomseongdae in Korea and the Temple of Dendera in Egypt can enable students to practice a multimodal set of traditional and innovative learning approaches. Students might use their mathematical knowledge to reflect on architectural and cultural history in a modeling task.

Engineering drawingbusiness.industryComputer science3d printingSTEAM education3D printing3D printingarkkitehtuuriLgeogebraEducationmodellingGeoGebrasteam educationDevelopmental and Educational Psychology3D-tulostusAugmented realitygeometria3D-mallinnusmatemaattiset mallitbusinesslisätty todellisuusSocial Sciences (miscellaneous)arAR
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Mathematics and Art Connections Expressed in Artworks by South African Students

2022

In this chapter, we examine a collection of drawings, and paintings from South African students between the ages of 10 to 17, that provide fresh and original perceptions to some already known topics, but also several unexpected connections between mathematics and art. These works reference classic math-art connections such as: golden ratio, spirals, infinity, and geometric figures; they also contain several personal reflections, unique discoveries and references to ethnomathematical connections within the African cultural heritage. To introduce their pieces and themselves, students shared their own interpretations of their artworks. These commentaries make possible the identification of cog…

oppiminenmedia_common.quotation_subjectContext (language use)taidecreativitiesVisual artsTerminologyPerception0502 economics and businessluovuusartmedia_commonPaintingmatematiikkamathematics4. Education05 social sciencesSTEAM education050301 educationMathematics and artInfinityCultural heritageIdentification (information)koulutus050211 marketing0503 education
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