STE(A)M LEARNING

STEAM learning is an interdisciplinary approach to learning that removes traditional barriers separating the four disciplines of science, technology, engineering and mathematics and integrates them into real-world, rigorous and relevant learning experiences for students. STEAM learning can divided by two which is short terms and medium terms. In short terms, consist 5 learning which are learning analytics, adaptive learning technologies, online learning, mobile learning and virtual and remote learning. In medium terms, consist 4 learning which are 3D printing, wearable technology, gamification and immersive learning.

Learning analytics is creating critical mass to form the solution. Use of data, statistical analysis, explanatory and predictive models to gain insights and act on complex issues. Analytics must start with "Question" and "Hypothesis". Analytics is moving with different level about THINKING, TRENDING, and WHAT-IF. The Open Learning Initiative is collect analytics data to drive the feedback group to help students, instructor, course leader and learning science resources. 

Adaptive learning is the material that a student receives "adapt" or changes, based on their individual performance, often in real time. We can relates it with our life. For example, learning science in medicine for medical students. First, they have to figure out what they already knows and find gaps. Make the answer key questions can lead us with different direction. Second, figure out how to prioritize questions. For example, use best judgement and get feedback from seniors and learn more about the main issue for the patient. Third, planning phase which is to figure out what sources we went to learn from. For example, from textbook and video-blog. Fourth, actual learning which includes passive and active learning. Example for passive learning are re-reading, highlight, and cramming. For active is make a diagram, drawing to relate information and creating own practice test questions. 


M-learning  is mobile learning that takes place on mobile devices. M-learning, learning become more accessible that can reaches more people. It also convenient that can take place anywhere and anytime. M-learning can implement in the classroom and also promotes 21st century skills like collaboration and communication.


Gamification is where students play the game that is for their learning in education. It can help the students to improve their ability and understanding about their learning in the class. The students always curious with something news and how to overcame the challenges to reaches personal objectives. Game is high-octane learning machine that encourage us to experiment, develop strategies and learn new skills. Gamification are use in engagement, motivation and retention of the activities. Gamification can motivate us to complete the tasks and assignment. 


Immersive learning is about the experiences. It's not about directive learning, it's about facilitate learning an environment where and people have a realization. It can lead to real change in behavior and in habit. Immersive learning is how we have learned because it's life. Everything we go through is immersive learning and the experience that we look back and you we learn from it. We can create immersive learning experiences that are relevant to people. 


In conclusion, STEAM learning can teach the students how to improve their critical thinking, provides a unique way to solve the problem, show the students a different way to value the arts and give all students hands on learning experience.  

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