A STEAM experience in the mathematics classroom: the role of a science cartoon
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Outros Autores: | , , , , , |
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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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 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
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 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
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) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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