Competenze in 3D. Costruire un percorso per competenza attraverso la stampante 3D nella scuola dell’infanzia

IF 0.4 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Qwerty Pub Date : 2019-06-01 DOI:10.30557/QW000010
A. Rosa, Jessica Niewint
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Abstract

The importance of competency-based education in preschool is fully recognized by the European educational regulations (Eurydice 2012, 2017). Starting in 2016, INDIRE researchers related to the group Maker@Scuola, initiated a study to investigate the conditions for possible uses of 3D printers to support competency-based learning. This contribution aims to describe how the research group, through continuous dialogue with the teachers involved in the project, elaborated four tasks tested on a sample of eight schools, 20 teachers and more than 200 pupils. For each task, the initial assignments, the critical points and the subsequent corrections will be presented.
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3D技能。在学前教育中,通过3D打印机建立一个专业课程
欧洲教育法规充分认识到学前能力教育的重要性(Eurydice 2012, 2017)。从2016年开始,与Maker@Scuola小组相关的INDIRE研究人员发起了一项研究,调查3D打印机支持基于能力的学习的可能使用条件。这篇文章旨在描述研究小组如何通过与参与项目的教师的持续对话,详细阐述了在8所学校、20名教师和200多名学生的样本中测试的四项任务。对于每项任务,初始分配、关键点和随后的修正将被呈现。
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来源期刊
Qwerty
Qwerty COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
2.40
自引率
15.40%
发文量
6
期刊介绍: Qwerty is the commonly accepted name for the computer keyboard, comprising the first six letters of its top row. When typewriters were first introduced, the keys were arranged in alphabetical order. However this order meant that people typed too quickly such that the keys soon became entangled. To counter this, the keys were displayed in random order and typing speeds accordingly slowed down. In later years, despite the fact that the problem of speed had been completely overcome, the keyboard retained its random order. In our view, this represents an excellent metaphor for the entanglement of culture and technological tools. In actual fact, we regard computer-based technologies as cultural artefacts, representing different depths in the daily work and study activity of individuals, social groups, and institutions. We believe that different models of computer use and activity within online environments mediate social interaction. As such, the relationship between culture and technological tools is becoming more and more complex and now provides an opportunity for determining new models of cognitive, psychological, and social interaction. Qwerty hopes to be a place where such issues can be discussed and developed. The journal arises from a growing awareness of the need to develop research and reflection on the impact, effects and nature of technology use and, as such, is intended to be a genuinely cross-disciplinary forum. Qwerty wishes to provide a forum for discussion on the use of new technologies aimed at anyone interested in the use of technology in such fields as education, training, social and university research, including the cultural, social, pedagogical, psychological, economic, professional, ethical and aesthetical aspects of technology use.
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