According to the
Department of Education and Training, "The
Australian Government regards high-quality science, technology, engineering and
mathematics (STEM) education as critically important for our current and future
productivity." (2019) . As a STEAM teacher (the A
standing for Arts) this stands as something close to my heart. I have worked
quite hard to develop a STEAM curriculum from Foundation to Year 4 and enjoy my
job thoroughly. I am lucky because I get to see, on a daily basis, the future
'job ready' skills our students so desperately need.
STEM education
though, doesn't come without challenges. Timms, Moyle, Weldon and Mitchell (2018) describe three main
challenges for STEM learning in Australian schools: Improve students outcomes
in STEM; Building the STEM teacher workforce and; Rethinking the STEM
curriculum.
While each on its own
is a significant challenge, improving student outcomes is something that all
teachers strive for (regardless of if it is STEM learning or not) and I am no
exception. Improving student outcomes is why I teach. This is supported by the National STEM School Education
Strategy who list their first goal as “ensuring all students finish school with
strong foundational knowledge of STEM and related skills.” (Education
Council, 2015) .
With STEM education
rating so highly with education policy makers in Australia and abroad, it’s
important to understand why this is the case. STEM encourages students to solve
new and existing problems in creative ways and gives them meaningful
opportunities to think critically and gain confidence. Governments around the
world recognise that STEM affects the economy by “supporting innovation,
productivity and competitiveness.” (Queensland
Curriculum & Assessment Authority, 2018) . For countries to
remain relevant in future economies, they must invest in STEM education from a
young age.
So, how can current
and future technologies support our students learning outcomes in STEM
education? Let’s begin by talking about the types of technologies that are
supporting STEM learning in my context now from Prep (Foundation) through to
Year 4:
BlueBots in Action (Summerell, 2018) |
ScratchJr (Summerell, 2018) |
Year 2: We can already see a supportive sequence
developing from Prep onwards with coding activities. Along the way, we have had
some introduction to basic design thinking principles and in Year 2 we take
this one step further by allowing students a chance to learn to program robots
(Dash and Dot) using block code but also designing solutions to make the most
of the robots features. We use a simplified Engineering Design Process for our
students to follow (Think, Make, Improve) and allow them to find out what they
could make to go with their robot to make it personalised to their own
interests. We want our students to develop an understanding that they can
develop new ideas and solve problems using this process (Barrett, 2016) . One of the great examples of this is
when a student created their own Basketball court, complete with ring and
programmed the Dash robot to shoot a goal.
Dash Shooting Hoops (Summerell, 2018) |
Creating a game with Hopscotch (Summerell, 2018) |
Using Micro:bits for the first time (Summerell, 2019) |
What is 21st Century Learning (AITSL, 2012)
What I’ve outlined above is what is happening right now in my context as well as in classes around the world. These technologies aren’t new but are still not commonplace, yet there are exciting things happening in technology and education that will make a big impact in the not so distant future.
One
type of technology which I find rather exciting for its possibilities in
supporting student learning in STEM education is Mixed Reality (MR). According
to Educause’ 2019 Horizon Report Preview (2019) , Mixed Reality is an
important development in Education Technology with a time-to-adoption of two to
three years. Mixed Reality is somewhat of a combination of Virtual Reality (AR)
and Augmented Reality (AR) where it incorporates both digital and read world
elements. “Mixed Reality allows you to see and immerse yourself in the world
around you even as you interact with a virtual environment using your own hands
– all without ever removing your headset.” (Intel, n.d.) . For a better
understanding of where VR, AR and MR relate to each other, see figure 1.
Figure 1 (Tokareva, 2018) |
So,
how can Mixed Reality support our students learning outcomes in STEM
education? What I should really be asking though is, what can’t MR support in
learning? In essence, MR has the ability to change learning across all domains,
not just STEM based ones. It provides an opportunity for students to be fully immersed
in learning and to actually experience and connect with different concepts; it
is constructivist learning at its best (ASI
Solutions, 2019) .
For
STEM education, research suggests that Mixed Reality is a “key means of
improving learning, skills and outcomes, particularly in disciplines that
support the development of practical skills” (Birt & Cowling, 2017) . Students are able
to put themselves in a situation that allows them to explore, interact, create
and visualise in safety. This immersion allows learning to be authentic and
memorable. It allows students to be able to connect concepts they might not previously
have been able to connect to.
In
my context, I imagine that Mixed Reality could allow students to take their
knowledge of Design Thinking to create solutions digitally and see what they
are like in an MR environment. It would allow them a chance to inspect closely
what they have created, seek out peer feedback and improve their designs as a
result. It would also allow them to be immersed in digital learning whilst also
seeing scientific and mathematical concepts in action.
Some
other key benefits to Mixed Reality in STEM education can be allowing students
to develop a strong understanding of scientific concepts safely, such as chemical
reactions (Khan, Johnston, & Ophoff, 2019) ; visualising
geographic conditions that can be difficult to understand such as weather
systems, earthquakes and plate tectonics; exploring different planets including
conditions humans might face when travelling in outer space; being immersed inside
different computers and machines to see how they work at a micro level and
seeing coding in action; exploring engineering concepts and how building
methods work.
Mixed
Reality would also allow learning to become more flexible and equitable (ASI Solutions, 2019) . This would allow
STEM based learning to be accessible by most people regardless of their
situation or abilities. Students that live in remote communities around the
world for example, could access these types of technology and not be disadvantaged
by location. Students with disabilities could experience situations and
environments that they might not normally be able to and likewise, those
without disabilities could gain empathy by experiencing situations that others
might not be able to experience.
There
are likely thousands more benefits that MR can provide our students in
improving their STEM learning outcomes and it’s easy to see how education may
change as a result of this type of technology. If fully realised, Mixed Reality
could very well provide one of the biggest changes to education in modern
history. Whether it does or not remains to be seen but it’s certainly an
exciting time ahead for our young learners. So, while Mixed Reality will most
certainly support student learning outcome in STEM education, I wonder though, are
our teacher’s ready for it?
References
AITSL. (2012, May
7). 21st Century Education [Video File]. Retrieved from
https://www.youtube.com/watch?time_continue=3&v=nA1Aqp0sPQo
ASI Solutions.
(2019). How Mixed Reality is Revolutionising the Classroom. Retrieved
from www.asi.com.au:
https://www.asi.com.au/blog/how-mixed-reality-is-revolutionising-the-classroom/
Barrett, T.
(2016, October 27). 4 Ways to Apply Design Thinking in your School.
Retrieved from www.edte.ch/blog/:
http://edte.ch/blog/2016/10/27/4-ways-to-apply-design-thinking-in-your-school/
Bers, M. U.
(2018, September 6). Coding and Computational Thinking in Early Childhood:
The Impact of ScratchJr in Europe. European Journal of STEM Education, 3
(3), 08.
Birt, J., &
Cowling, M. (2017). Toward Future 'Mixed Reality' Learning Spaces for STEAM
Education. International Journal of Innovation in Science and Mathematics
Education, 25(4), 1-16.
Campbell, C.,
& Walsh, C. (2017, October). Introducing the 'New' Digital Literacy of
Coding in the Early Years. Practical Literacy, 22(3), 10-12. Retrieved
from www.alea.edu.au: https://www.alea.edu.au/documents/item/1672
Curiscope.
(2019). Virtuali-Tee. Retrieved from www.curisope.com:
https://www.curiscope.com/products/virtuali-tee
Department of
Education and Training. (2019, April 8). Support for Science, Technology,
Engineering and Mathematics (STEM). Retrieved from www.education.gov.au:
https://www.education.gov.au/support-science-technology-engineering-and-mathematics
Education
Council. (2015). National STEM School Education Strategy, 2016 - 2026. A
Comprehensive Plan for Science, Technology, Engineering and Mathematics
Education in Australia. Retrieved from www.educationcouncil.edu.au:
http://www.educationcouncil.edu.au/site/DefaultSite/filesystem/documents/National%20STEM%20School%20Education%20Strategy.pdf
Educause. (2019).
Horizon Report Preview: 2019 Higher Education Edition. Retrieved from
www.library.educause.edu: https://library.educause.edu/-/media/files/library/2019/2/2019horizonreportpreview.pdf
Intel. (n.d.). Virtual
Reality Vs. Augmented Reality Vs. Mixed Reality. Demystifying the Virtual
Reality Landscape. Retrieved May 12, 2019, from www.intel.com.au:
https://www.intel.com.au/content/www/au/en/tech-tips-and-tricks/virtual-reality-vs-augmented-reality.html
Khan, T.,
Johnston, K., & Ophoff, J. (2019, February 3). The Impact of an Augmented
Reality Application on Learning Motivation of Students. Advances in
Human-Computer Interaction, 2019.
Micro:bit
Educational Foundation. (2019). Let's Code. Retrieved from
www.micro:bit.org/code: https://microbit.org/code/
Queensland Curriculum & Assessment Authority. (2018, July 25). STEM in Queensland Schools: Why STEM Education Benefits Students and Society. Retrieved from www.qcaa.qld.edu.au: https://www.qcaa.qld.edu.au/p-10/aciq/stem
Queensland Curriculum & Assessment Authority. (2018, July 25). STEM in Queensland Schools: Why STEM Education Benefits Students and Society. Retrieved from www.qcaa.qld.edu.au: https://www.qcaa.qld.edu.au/p-10/aciq/stem
Stanford
d.School. (2011, June 17). An Introduction to Design Thinking - Process
Guide. Retrieved June 11, 2018, from dschool.stanford.edu: https://dschool-old.stanford.edu/sandbox/groups/designresources/wiki/36873/attachments/74b3d/ModeGuideBOOTCAMP2010L.pdf
Timms, M., Moyle,
K., Weldon, P., & Mitchell, P. (2018). Challenges in STEM Learning in
Australian Schools. Literature and Policy Review. Camberwell, VIC, Australia:
Australian Council for Educational Research.
Tokareva, J.
(2018, February 2). The Difference Between Virtual Reality, Augmented
Reality and Mixed Reality. Retrieved from www.forbes.com:
https://www.forbes.com/sites/quora/2018/02/02/the-difference-between-virtual-reality-augmented-reality-and-mixed-reality/#607906b72d07
No comments:
Post a Comment