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Autor/inn/enLugthart, Sarah; van Dartel, Michel
TitelSimulating Professional Practice in STEAM Education: A Case Study
QuelleIn: European Journal of STEM Education, 6 (2021) 1, Artikel 17 (8 Seiten)
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN2468-4368
SchlagwörterSTEM Education; Art Education; Situated Learning; Authentic Learning; Simulation; Design; Simulated Environment; Masters Programs; Graduate Students; Foreign Countries; Animation; Netherlands
AbstractSituated learning could benefit STEAM education because both aim to develop skills that can deal with complex real-life situations. Although ample research has been conducted into situated learning within higher vocational education in general, there exists little research on the implementation of the educational approach in STEAM education specifically. To gain insight into what is needed for this implementation, a case study of a situational simulation was conducted within a STEAM education context, in which we observed students in simulating media design studios. We observed the setup, working and evaluation phases of the simulation and analyze the data this yielded -- setup surveys, studio agreements, feedback forms, individual reflections and concluding surveys -- based on three core features of situated learning: community of practice, participation and authentic context. Based on this analysis, we conclude that our study confirms the potential of situated learning for STEAM education. Our case study also suggests four guidelines for, as well as one challenge in, the implementation of situated learning in STEAM education. These guidelines and challenge are 1.) to actively facilitate quality feedback between students within a situational simulation; 2.) to promote taking various professional roles within the simulation, 3.) to provide situational-specific scaffolding based on the determination of which skills and information should be offered by tutors and which skills and information students already possess or are best left to develop and find by themselves; and 4.) to gain insight into individual learning goals for the benefit of the cognitive realism of the simulation; while 5.) the absence of real financial or commercial consequences compromises the authenticity of a situational simulation and, consequently, challenges the implementation of situated learning in STEAM education. (As Provided).
AnmerkungenLectito Journals. Wassenaarseweb 20, 2596 CH, The Hague, The Netherlands. Tel: 31-70-2190600; e-mail: info@lectitojournals.com; Web site: http://www.lectitopublishing.nl
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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