摘要
当前越来越多的教育工作者开始关注STEM教育和创客教育,并将两者结合起来,让学生在利用前沿技术"玩创新"和自主探究的过程中提升创造能力和STEM综合素养。而创客教育主要依托的技术之一就是物理计算和互动媒体技术,它是当前信息技术与其他学科(如艺术设计)交叉、融合的新生领域,借由软硬件的整合可以创建感知和响应现实模拟世界的交互式系统,强化人与数字世界的联系。面向STEM教育,创客教育的目标与方向、实施过程可以更加清晰。在综合考虑创客教育的基本理念、教学目标、教学内容、教学策略、评价方法和学习环境六个方面的基础上,可以构建面向STEM教育的创客教育模式。基于物理计算平台的创客教育有着深厚的理论基础——建造主义,它是适应数字信息化时代、培养学生STEM素养和创新实践能力的一种教育新范型,可以为探索信息技术教育改革、通用技术教育改革乃至中小学教育的整体变革提供了新思路和新方向。
Currently more and more educators began to focus on STEM education and maker education, and combine these two aspects, so that students improve creative capabilities and STEM comprehensive literacy in the process of "play innovation" and self-exploration with the cutting-edge technology. One of technologies that maker education depends on is physical computing and interactive media technology. It is the new field of intersection and integration of IT and other disciplines (such as art design). An interactive system that can sense and respond to the real analog world is built by the integration of soft-ware and hardware. It can strengthen the relationship between of human and the digital world. The objectives, direction and implementation process of Maker education will be clearer, when it is oriented to STEM education. Based on considering six aspects of fundamental philosophy, instructional objectives, instructional contents, teaching strategies, evaluation methods and learning environment, maker education model oriented to STEM education can be built. Maker education based on the physical computing platforms has a profound theoretical foundation-constructionism, it is a new educational paradigm which adapts to the digital information age and focuses on cultivation of students' STEM literacies and innovative abilities. It provides us some new ideas and directions for exploring the IT education reform, universal technology education reform and overall reform of primary and secondary education.
出处
《中国电化教育》
CSSCI
北大核心
2015年第8期36-41,共6页
China Educational Technology
关键词
STEM教育
创客教育
物理计算
创意计算
互动媒体作品
STEM Education
Maker Education
Physical Computing
Creative Computing
Works of Interactive Media