Handbook of Research on Integrating ICTs in STEAM Education

Handbook of Research on Integrating ICTs in STEAM Education

Release Date: May, 2022|Copyright: © 2022 |Pages: 465
DOI: 10.4018/978-1-6684-3861-9
ISBN13: 9781668438619|ISBN10: 1668438615|EISBN13: 9781668438633
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Description & Coverage
Description:

Modern society gives great importance to scientific and technological literacy, development of “21st century skills,” and creating individuals who are not passive users of ICT tools but active thinkers and even tinkerers. The learning process is thus constantly evolving to facilitate the acquisition of such skills, such as setting goals and making evidence-based decisions, thinking critically, and solving problems while efficiently managing time as well as using technology, cooperating ethically, and communicating effectively. STEAM is the approach to learning that uses concepts from natural sciences, technology, engineering, arts, and mathematics to foster critical thinking, computational and design thinking, as well working effectively together, mimicking the process followed by scientists. The end goal is engaged and motivated students who participate in experiential and inquiry-based learning in fun, immersive environments that facilitate learning through a creative process.

The Handbook of Research on Integrating ICTs in STEAM Education includes current research focusing on the development of STEAM and ICT educational practices, tools, workflows, and frames of operation that encourage science skills, but also skills related to the arts and humanities such as creativity, imagination, and reflection on ethical implications. Covering topics such as early childhood education, machine learning education, educational robotics, and web-based simulations, this major reference work is an essential resource for engineers, educators of both K-12 and higher education, education administration, libraries, pre-service teachers, computer scientists, researchers, and academics.

Coverage:

The many academic areas covered in this publication include, but are not limited to:

  • Computational Thinking
  • Control Technologies
  • Early Childhood Education
  • Educational Robotics Integration
  • Electronic Music Production
  • Game-Based Learning
  • Gender Equality
  • Machine Learning Education
  • Mixed Reality
  • Supporting Marginalized Communities
  • Sustainable Development
  • Web-Based Simulations
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Editor/Author Biographies

Stefanos Xefteris got his B.Sc in Mathematics from Aristotle University of Thessaloniki and his Ph.D in biometrics with computer vision from the School of Electrical and Computer Engineering of the National Technical University of Athens, Greece. Dr. Xefteris has worked as a researcher for the Distributed Knowledge and Media Systems Lab of NTUA, and the Medical Physics Lab of AUTH. Since 2017 he has been an adjunct lecturer for the Elementary Education department of the University of Western Macedonia, teaching Educational Robotics, development of digital teaching scenarios as well as various post-graduate courses based on the integration of ICT in education.

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