STEAM-ing Up Learning with GeoGebra, 4Dframe, Micro:bit and their Combination: From Explorations in Arts and Design to Robot-making Activities and Coding at the Mathematics Classroom
Kristof Fenyvesi, University of Jyväskylä, Finland
STEAM (Science, Technology, Engineering, Arts and Mathematics) integration in learning is becoming increasingly important worldwide. STEAM in today’s European schools represents a dynamically developing, but largely unexplored field. The development of collaborative and inter-, multi-, and transdisciplinary problem-solving capabilities, which enable students to discover unexpected connections between different aspects of various complex phenomena, is not only an effective tool, but one of the most important goals of today’s learning societies. Based on a brief overview of the European "STEAM-landscape", the presentation introduce some of the major trends, opportunities and current challenges of inter-, multi-, and transdisciplinary mathematics learning combined with various tools and technologies. From a methodological point of view, we will examine (a) STEAM concepts’ compatibility with the phenomenon-based learning and the ‘multidisciplinary learning module’ in the current Finnish National Core Curriculum; (b) problem-solving based combination of hands-on and digital modelling in the process of STEAM-learning; study and practical support for teachers in (c) interactional organization of exploratory learning situations in STEAM settings, supported by technology. Most of the examples are based on Experience Workshop Math-Art Movement's (www.experienceworkshop.org) international collaborations.