Using the Engineering Design Process to Increase Interest in STEM Areas: Case of a Video Game Creation Camp

Ronny Cabrera Tituana, Andrea Carrión Herrera, Andy Cabrera Tituana
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引用次数: 1

Abstract

Latin American children and youth often lose interest in learning science, on the other hand, future jobs will require professionals with skills such as critical thinking and problem solving. Therefore, it is necessary to create spaces for boys and girls to develop skills and competencies required for future employment. The present case study proposes an informal STEM learning program, through the implementation of a camp, in such a way as to provide evidence that exposing children to a video game creation workshop, having as a methodology the engineering design process (EDP) and the Scratch platform as a tool, will positively impact in the children interest's in STEM areas. Four camps were implemented, distributed in five lessons of two hours each, aimed at 60 children from 11 to 13 years of age. The authors present a methodology to measure the effectiveness of the camps through two surveys conducted with the participants before and after the camps, which made it possible to measure learning and interest in STEM areas. Camps increased motivation toward engineering and science careers by 13 % of participants, increased interest in mathematics by 23% of participants, also, increased learning about how to create a video game by 43 % of participants and the number of participants who know about the engineering design process increased by 50%.
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利用工程设计过程提高对STEM领域的兴趣:以电子游戏创作营为例
拉丁美洲的儿童和青年往往对学习科学失去兴趣,另一方面,未来的工作将需要具有批判性思维和解决问题能力的专业人员。因此,有必要为男孩和女孩创造空间,发展未来就业所需的技能和能力。本案例研究提出了一个非正式的STEM学习计划,通过实施一个营地,以这样一种方式提供证据,让孩子们接触电子游戏创作工作坊,以工程设计过程(EDP)为方法,以Scratch平台为工具,将对孩子们在STEM领域的兴趣产生积极影响。开办了四个营地,分为五堂课,每堂课两小时,对象是60名11至13岁的儿童。作者提出了一种方法,通过对营地前后参与者进行的两次调查来衡量营地的有效性,这使得衡量STEM领域的学习和兴趣成为可能。夏令营增加了13%的参与者对工程和科学职业的兴趣,增加了23%的参与者对数学的兴趣,增加了43%的参与者对如何制作电子游戏的学习,了解工程设计过程的参与者人数增加了50%。
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