Fortune Telling Collection - Comprehensive fortune-telling - Steam teaches fortune telling _ game fortune telling
Steam teaches fortune telling _ game fortune telling
In the future, what we need is not a "good student" who can only read, but an all-round comprehensive talents. This is the original meaning of the birth of the concept of STEAM education.
STEAM is an interdisciplinary educational concept that pays attention to practice, which is different from the traditional educational method that emphasizes single subject and book knowledge. The idea of STEAM education was put forward by the American government in order to strengthen the education of science and technology engineering, art and mathematics in K 12. The original body of STEAM is the concept of STEM, that is, the initials of science, technology, engineering and mathematics. Later, with the development of this educational theory, Arts was introduced, which made the concept of STEM more comprehensive and formed the current concept of steam education.
The ideological core of STEAM education is to let children complete their own interesting and life-related projects, learn various disciplines and interdisciplinary knowledge from the process, and improve their practical ability. In other words, this educational concept does not attach importance to educating children about knowledge itself, but to educating children to learn to think independently, find problems and solve them.
STEAM education is not afraid of children's mistakes, but encourages children to take action, let them try different ways, hear different opinions, and create knowledge that can be applied to real life through their own learning and thinking.
Creativity: the source of creativity through painting, music, drama and other arts. According to life experience, it is very important to cultivate children's spatial concept and keen ability to art.
Thinking ability: in the interactive application and collision, realize deep learning and understanding learning, and cultivate students' skills and understanding in all aspects.
Innovative consciousness: ask children to use their hands and brains, let them pay attention to practice, hands-on and process, combine hands-on practice with exploration based on innovative consciousness, and truly awaken children's innate creative potential.
Teamwork and communication skills: communicate or exchange ideas with others or peers, give full play to collective wisdom, try to solve problems in the process of hands-on, and cultivate children's teamwork and communication skills.
STEAM encourages children to complete life-related projects that they are interested in, and learn various disciplines and interdisciplinary knowledge from this process. Therefore, STEAM education is highly compatible with the concept of quality education currently advocated in China. Therefore, after STEAM was introduced to China by educational experts, it immediately attracted the attention of educational circles and parents.
Unfortunately, despite the vigorous development of STEAM education in China, problems such as formality and copying templates are very common. The idea of STEAM education came to China across the ocean, which directly conflicted with the traditional "exam-oriented education" in China. Many parents know little about STEAM education, and their children can't really benefit from the idea of STEAM. Even many educational institutions eager for success have failed to become practitioners of this concept.
Many maker education courses solve problems from known to known. In fact, STEAM education aims at solving problems from the unknown to the known. At present, the implementation of STEAM education needs to solve three problems:
1)STEAM education belongs to interdisciplinary comprehensive learning and comprehensive education, and its focus should be on how to teach and what to teach.
2) In the process of integrating innovative education, how to integrate scattered things and generate great power to further promote educational reform?
3) Integrating innovative ideas is inseparable from contemporary advanced scientific and technological means and media means, including big data and artificial intelligence. Its purpose is to cultivate a new way of thinking and thinking for learners.
Using situational and task-based teaching methods and inquiry learning methods to improve the ability of intuitive divergent thinking and innovative thinking is the essence of STEAM education concept.
STEAM education is a kind of comprehensive innovation education, which is developed based on the needs of matching current education with future social development. The purpose of STEAM is to solve the future world problems, fully integrate science, technology, engineering, humanities, mathematics and other disciplines, and stimulate students' curiosity as the starting point to cultivate students' continuous interest in learning.
To sum up, there are two core features of STEAM: thinking mode and all-round development.
(1) Teaching "thinking mode" instead of "knowledge points". Take a child who makes sandbags in a handicraft class as an example. The traditional education methods are: the first step, cutting cloth; Step 2, sew with needle and thread; The third step is how to close the needle; The last step is to seal the sandbags and fill them with sand. Is this the wrong way? Not exactly. Students can make a small sandbag as long as they follow the method taught by the teacher. However, after students learn to make small sandbags, can they learn to do other things? Not necessarily. That's not what the teacher taught in STEAM class. The teacher will first ask the students what sandbags are for and guide them to think about what sandbags are for. After thinking in this way, students will naturally think, what materials are needed to realize these realistic functions? Later, the teacher will ask the students to choose suitable materials to make sandbags. Step three, students make sandbags according to their own ideas. After finishing, students should throw it away, test it with reality and give feedback.
This is the core of STEAM education: finding problems-designing methods-solving problems-verifying effects. Instead of asking children to master the knowledge points of doing specific things or answering specific questions, they emphasize mastering a way of thinking. When students master this method, they can also use it to make other objects.
(2) Pay attention to "all-round development" rather than "single item". There is a classic case about electronic insect teaching in American STEAM course. The teacher asked the students to buy electronic insects and let them carefully observe the characteristics of insect physiological structure. This process requires students to understand the ability, species, crawling speed and strength of insects, including not only biological knowledge, but also the overall thinking mode of matching structure and function. Of course, observation is not the ultimate goal, but to let students design an electronic worm competition. At this time, the teacher asked the students to design different tracks according to the human sprint competition. Each bug has different characteristics, so students must design a track that is beneficial to their bugs according to their own characteristics. This process involves physics, sports knowledge and design ability. After designing the track, it is necessary to formulate the rules of the game and publicize the game. What is involved here is the art part of STEAM.
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