A STEAM experience in the mathematics classroom: the role of a science cartoon

Detalhes bibliográficos
Autor(a) principal: Marques, Daniela
Data de Publicação: 2023
Outros Autores: Neto, Teresa B., Guerra, Cecília, Viseu, Floriano, Aires, Ana Paula, Mota, Marina, Ravara, Ascensão
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/1822/85533
Resumo: A multidisciplinary team collaborated on the development of a learning experience involving 10th grade students using a Science, Technology, Engineering, Arts, and Mathematics (STEAM) approach. The experience was based on the development (conception, implementation, and evaluation) of a science cartoon that aimed to highlight different scientific and technological dimensions related to the diversity of marine worms (Phylo Annelida, class Polychaeta) present in the continental shelf off the coast of Aveiro, Portugal (NE Atlantic coast). The study was implemented in a Portuguese high school in the Aveiro region, involving 24 10th grade students, emphasizing a social context close to the students’ lives. All pedagogical interventions occurred in face-to-face sessions during the 2020/21 school year and were oriented by the following research question: What is the role of science cartoons in establishing STEAM connections for solving real-world problems presented to 10th grade students? Following a qualitative and interpretative research methodology, with a design-based research focus, data were collected through a questionnaire, observations, and students’ written records. The content analysis shows that most students learned new concepts related to STEAM areas. Evaluating the impact of the science cartoon reveals that it can be considered an innovative science communication resource due to its educational potential in stimulating a STEAM approach within the students’ learning process.
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spelling A STEAM experience in the mathematics classroom: the role of a science cartoonSecondary school curriculumMathematics educationScience educationCartoonSTEAMSocial SciencesA multidisciplinary team collaborated on the development of a learning experience involving 10th grade students using a Science, Technology, Engineering, Arts, and Mathematics (STEAM) approach. The experience was based on the development (conception, implementation, and evaluation) of a science cartoon that aimed to highlight different scientific and technological dimensions related to the diversity of marine worms (Phylo Annelida, class Polychaeta) present in the continental shelf off the coast of Aveiro, Portugal (NE Atlantic coast). The study was implemented in a Portuguese high school in the Aveiro region, involving 24 10th grade students, emphasizing a social context close to the students’ lives. All pedagogical interventions occurred in face-to-face sessions during the 2020/21 school year and were oriented by the following research question: What is the role of science cartoons in establishing STEAM connections for solving real-world problems presented to 10th grade students? Following a qualitative and interpretative research methodology, with a design-based research focus, data were collected through a questionnaire, observations, and students’ written records. The content analysis shows that most students learned new concepts related to STEAM areas. Evaluating the impact of the science cartoon reveals that it can be considered an innovative science communication resource due to its educational potential in stimulating a STEAM approach within the students’ learning process.This work is financially supported by National Funds through FCT—Fundação para a Ciência e a Tecnologia, I.P., under the project UIDB/00194/2020 (CIDTFF). C.G. and A.R. contract is funded by national funds (OE), through FCT, I.P., in the scope of the framework contract foreseen in the numbers 4, 5 and 6 of the article 23, of the Decree-Law 57/2016, of August 29, changed by Law 57/2017, of July 19; M.M. is funded by FCT through the individual research grant 2020.07278.BD; D.M. through the individual research grant BII/UI57/9608/2021.Multidisciplinary Digital Publishing InstituteUniversidade do MinhoMarques, DanielaNeto, Teresa B.Guerra, CecíliaViseu, FlorianoAires, Ana PaulaMota, MarinaRavara, Ascensão2023-04-132023-04-13T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/1822/85533engMarques, D.; Neto, T.B.; Guerra, C.; Viseu, F.; Aires, A.P.; Mota, M.; Ravara, A. A STEAM Experience in the Mathematics Classroom: The Role of a Science Cartoon. Educ. Sci. 2023, 13, 392. https://doi.org/10.3390/educsci130403922227-710210.3390/educsci13040392https://www.mdpi.com/2227-7102/13/4/392info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-12-23T01:29:31Zoai:repositorium.sdum.uminho.pt:1822/85533Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T19:06:27.185548Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv A STEAM experience in the mathematics classroom: the role of a science cartoon
title A STEAM experience in the mathematics classroom: the role of a science cartoon
spellingShingle A STEAM experience in the mathematics classroom: the role of a science cartoon
Marques, Daniela
Secondary school curriculum
Mathematics education
Science education
Cartoon
STEAM
Social Sciences
title_short A STEAM experience in the mathematics classroom: the role of a science cartoon
title_full A STEAM experience in the mathematics classroom: the role of a science cartoon
title_fullStr A STEAM experience in the mathematics classroom: the role of a science cartoon
title_full_unstemmed A STEAM experience in the mathematics classroom: the role of a science cartoon
title_sort A STEAM experience in the mathematics classroom: the role of a science cartoon
author Marques, Daniela
author_facet Marques, Daniela
Neto, Teresa B.
Guerra, Cecília
Viseu, Floriano
Aires, Ana Paula
Mota, Marina
Ravara, Ascensão
author_role author
author2 Neto, Teresa B.
Guerra, Cecília
Viseu, Floriano
Aires, Ana Paula
Mota, Marina
Ravara, Ascensão
author2_role author
author
author
author
author
author
dc.contributor.none.fl_str_mv Universidade do Minho
dc.contributor.author.fl_str_mv Marques, Daniela
Neto, Teresa B.
Guerra, Cecília
Viseu, Floriano
Aires, Ana Paula
Mota, Marina
Ravara, Ascensão
dc.subject.por.fl_str_mv Secondary school curriculum
Mathematics education
Science education
Cartoon
STEAM
Social Sciences
topic Secondary school curriculum
Mathematics education
Science education
Cartoon
STEAM
Social Sciences
description A multidisciplinary team collaborated on the development of a learning experience involving 10th grade students using a Science, Technology, Engineering, Arts, and Mathematics (STEAM) approach. The experience was based on the development (conception, implementation, and evaluation) of a science cartoon that aimed to highlight different scientific and technological dimensions related to the diversity of marine worms (Phylo Annelida, class Polychaeta) present in the continental shelf off the coast of Aveiro, Portugal (NE Atlantic coast). The study was implemented in a Portuguese high school in the Aveiro region, involving 24 10th grade students, emphasizing a social context close to the students’ lives. All pedagogical interventions occurred in face-to-face sessions during the 2020/21 school year and were oriented by the following research question: What is the role of science cartoons in establishing STEAM connections for solving real-world problems presented to 10th grade students? Following a qualitative and interpretative research methodology, with a design-based research focus, data were collected through a questionnaire, observations, and students’ written records. The content analysis shows that most students learned new concepts related to STEAM areas. Evaluating the impact of the science cartoon reveals that it can be considered an innovative science communication resource due to its educational potential in stimulating a STEAM approach within the students’ learning process.
publishDate 2023
dc.date.none.fl_str_mv 2023-04-13
2023-04-13T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://hdl.handle.net/1822/85533
url https://hdl.handle.net/1822/85533
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv Marques, D.; Neto, T.B.; Guerra, C.; Viseu, F.; Aires, A.P.; Mota, M.; Ravara, A. A STEAM Experience in the Mathematics Classroom: The Role of a Science Cartoon. Educ. Sci. 2023, 13, 392. https://doi.org/10.3390/educsci13040392
2227-7102
10.3390/educsci13040392
https://www.mdpi.com/2227-7102/13/4/392
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dc.publisher.none.fl_str_mv Multidisciplinary Digital Publishing Institute
publisher.none.fl_str_mv Multidisciplinary Digital Publishing Institute
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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