CONTEXT Educators are in need of turnkey approaches for teaching STEM with all inclusive curriculum and professional development. The majority of today's approaches lack engaging lesson plans suitable for all types of learners to develop 21st Century Skills. This is very important because our society’s long-term capacity to innovate depends on youth's interest in following science, technology, engineering and mathematics (STEM) related studies and careers. According to the EU Science hub, "the introduction of computational thinking into the curriculum at all educational levels is creating demand for large-scale in-service continuous professional development” [Developing Computational Thinking in Compulsory Education - Implications for policy and practice, 2018 ISBN 978-92-79-64442-9]. It becomes apparent that effective methods for helping educators teach programming and STEM subjects are in need. OBJECTIVES Play2Learn has as primary objective to produce approaches and tools to help teachers encourage kids to engage with programming and develop STEM related skills. It aims to achieve this not by increasing screen time but by encouraging hands on play through the creation of use of a do-it-yourself computer kit which bridges the online and offline worlds through Minecraft Pi games and Scratch/Python programmes which interact with electronics circuits. PARTICIPANTS Two schools and two ICT training centres, a network for the promotion of ICT-enabled E&T, a company offering bespoke software development services to governmental agencies and a company specialising in corporate training solutions and knowledge dissemination. Several associate partners from the area of ICT-enabled E&T and schools. ACTIVITIES The main objective will be achieved through the following activities: - Design of the Play2Learn do-it-yourself hands on play Kit powered by a Raspberry Pi 3 model B single board computer - Creation of a blueprint visually depicting the steps for constructing the Play2Learn Kit by putting together the various components - Development of animated videos introducing the kit to the teaching community through innovative uses as a tool to complement the teaching of programming/STEM/Physical computing - Elaboration of educational modules covering Minecraft Pi/Scratch 2.0/Python to be used in combination with the Play2Learn Kit through lesson plans - Transcription of the content to interactive multimedia resources delivered through a Learning Motivation Environment - Conceptualisation of electronic circuits to interact with the Play2Learn Kit through the Raspberry GPIO and the games/programmes to be developed by the kids in Minecraft/Scratch/Python - Testing, validation and finalisation of the Play2Learn Kit and Educators Guide and Resources - Supporting the final outcomes through a dedicated virtual space (Play2Learn Academy) providing access to all project results and infrastructure for supporting the growth of a community of users/enthusiasts. METHODOLOGY An iterative methodology: three versions of the results are produced, one in each iteration. After each iteration the results are tested/validated and based on the conclusions the next iteration is planned. RESULTS - Play2Learn Kit comprising a do-it-yourself computer, peripherals and electronic circuits to be used with provided educational content - Animated videos introducing the Play2Learn kit and its uses - Educational content covering Minecraft Pi, Scratch, Physical computing - Educators guide including lesson plans - Learning Motivation Environment in all project languages delivering the Play2Learn content in the form of engaging online multimedia resources - Play2Learn Academy virtual space with supporting infrastructure TARGET GROUP Teachers, trainers, counsellors, all categories of school education staff, pupils, parents. In the life of the project: professionals working with children of mainly 8 – 14 years. Apart from these direct target groups, the beneficiaries comprise also indirect target groups such as schools, children's/parents associations and organisations, policy makers and educational stakeholders deciding about subjects covered by school curricula, parents, content developers, etc. After the life of the project and subject to the delivery of concrete results, more target groups become relevant, such as commercial organisations producing serious games for educational purposes, universities with pedagogical/engineering departments, educational bodies, STEM toys manufacturers. BENEFITS - Elucidate findings regarding to ways of introducing children to programming and STEM through hands-on play. - Create evidence-based policy and research recommendations for the use of educational play for teaching coding and STEM related subjects - Act as node of knowledge dissemination on how to engage children with programming and STEM - Devise strategies for the adoption of educational hands-on play in the classroom
CONTEXT Educators are in need of turnkey approaches for teaching STEM with all inclusive curriculum and professional development. The majority of today's approaches lack engaging lesson plans suitable for all types of learners to develop 21st Century Skills. This is very important because our society’s long-term capacity to innovate depends on youth's interest in following science, technology, engineering and mathematics (STEM) related studies and careers. According to the EU Science hub, "the introduction of computational thinking into the curriculum at all educational levels is creating demand for large-scale in-service continuous professional development” [Developing Computational Thinking in Compulsory Education - Implications for policy and practice, 2018 ISBN 978-92-79-64442-9]. It becomes apparent that effective methods for helping educators teach programming and STEM subjects are in need. OBJECTIVES Play2Learn has as primary objective to produce approaches and tools to help teachers encourage kids to engage with programming and develop STEM related skills. It aims to achieve this not by increasing screen time but by encouraging hands on play through the creation of use of a do-it-yourself computer kit which bridges the online and offline worlds through Minecraft Pi games and Scratch/Python programmes which interact with electronics circuits. PARTICIPANTS Two schools and two ICT training centres, a network for the promotion of ICT-enabled E&T, a company offering bespoke software development services to governmental agencies and a company specialising in corporate training solutions and knowledge dissemination. Several associate partners from the area of ICT-enabled E&T and schools. ACTIVITIES The main objective will be achieved through the following activities: - Design of the Play2Learn do-it-yourself hands on play Kit powered by a Raspberry Pi 3 model B single board computer - Creation of a blueprint visually depicting the steps for constructing the Play2Learn Kit by putting together the various components - Development of animated videos introducing the kit to the teaching community through innovative uses as a tool to complement the teaching of programming/STEM/Physical computing - Elaboration of educational modules covering Minecraft Pi/Scratch 2.0/Python to be used in combination with the Play2Learn Kit through lesson plans - Transcription of the content to interactive multimedia resources delivered through a Learning Motivation Environment - Conceptualisation of electronic circuits to interact with the Play2Learn Kit through the Raspberry GPIO and the games/programmes to be developed by the kids in Minecraft/Scratch/Python - Testing, validation and finalisation of the Play2Learn Kit and Educators Guide and Resources - Supporting the final outcomes through a dedicated virtual space (Play2Learn Academy) providing access to all project results and infrastructure for supporting the growth of a community of users/enthusiasts. METHODOLOGY An iterative methodology: three versions of the results are produced, one in each iteration. After each iteration the results are tested/validated and based on the conclusions the next iteration is planned. RESULTS - Play2Learn Kit comprising a do-it-yourself computer, peripherals and electronic circuits to be used with provided educational content - Animated videos introducing the Play2Learn kit and its uses - Educational content covering Minecraft Pi, Scratch, Physical computing - Educators guide including lesson plans - Learning Motivation Environment in all project languages delivering the Play2Learn content in the form of engaging online multimedia resources - Play2Learn Academy virtual space with supporting infrastructure TARGET GROUP Teachers, trainers, counsellors, all categories of school education staff, pupils, parents. In the life of the project: professionals working with children of mainly 8 – 14 years. Apart from these direct target groups, the beneficiaries comprise also indirect target groups such as schools, children's/parents associations and organisations, policy makers and educational stakeholders deciding about subjects covered by school curricula, parents, content developers, etc. After the life of the project and subject to the delivery of concrete results, more target groups become relevant, such as commercial organisations producing serious games for educational purposes, universities with pedagogical/engineering departments, educational bodies, STEM toys manufacturers. BENEFITS - Elucidate findings regarding to ways of introducing children to programming and STEM through hands-on play. - Create evidence-based policy and research recommendations for the use of educational play for teaching coding and STEM related subjects - Act as node of knowledge dissemination on how to engage children with programming and STEM - Devise strategies for the adoption of educational hands-on play in the classroom