Category Archives: STEM

Soul (Slow Online and Ubiquitous Learning): Analysis and Regulation of Instructional Time

We just uploaded “Soul (Slow Online and Ubiquitous Learning): Analysis and Regulation of Instructional Time,” which will be presented at the upcoming STEM in education in conference here at UBC.

ABSTRACT: This paper addresses an experimental and innovative pedagogy and philosophy: Slow Online and Ubiquitous Learning (SOUL). Since 2011, the co-authors have implemented SOUL as a pedagogy and philosophy into the online courses they teach at a university level. Pedagogically, SOUL is a pragmatic temporal regulation that limits and paces course commitments for students and instructors. Philosophically, SOUL is an intervention into the conventional wisdom that portrays online learning as a limitless exchange of ideas 24/7. This paper provides a theoretical framework that underwrites SOUL, reviews relevant research on time, and analyzes instructors’ and students’ experiences and self-study data.

Computer coding added to BC’s K-12 curriculum

At the inaugural BC Tech Summit, Christy Clark,the Premier of British Columbia announced that computer coding will be added to the province’s K-12 school curriculum:
Opening Keynote
www.cbc.ca
www.vancitybuzz.com
www.techvibes.com
www.theglobeandmail.com
www.thestar.com

What are some of the difficult questions concerning BC’s new tech strategy, including: teacher training, backend support, equitable funding for classroom technologies, and the need for government accountability?

What are the complex ethical, technical, and pedagogical issues associated with the development and implementation of BC’s new ADST framework?

How is technology changing the way children think, learn, and focus in school?

How might we increase student voice and choice in the development of new curriculum? For example, consider ISTE (International Society for Technology Education): Student FeedbackStandards for Students (7 Standards; 28 Performance Indicators).

BCIC (British Columbia Innovation Council)

Scratch Coding Curriculum Guide (draft by the Scratch Ed Team)

Computational Thinking (Wing, 2006)

Big ideas on British Columbia’s redesigned curriculum

Ipad

Why do makerspaces matter?

makerspaces
Fleming, L. (2015). Worlds of Making: Best Practices for Establishing a Makerspace for Your School. Thousand Oaks, CA: Corwin.

SchoolingVSMaking
Contrasts in Educational Stance by Gary S. Stager, Ph.D.co-author of Invent To Learn – Making, Tinkering, and Engineering in the Classroom

Pop-Up Classroom Makerspaces

“All children deserve opportunities to be the creators of the media and technology that create our world, as well as to take part in changing who controls, owns, and shapes our future” (MacDowell, 2016)

Download Apps:
Google Cardboard
Jakku Spy

Maker Education Activities:
1) Osmo
2) Autodesk 123D
3) Squishy Circuits [activities] [projects]
4) Before I die I want to…[images]
5) Toys from the Trash
6) Google Cardboard VR [DIY headset] [buy it#1] [buy it#2]
7) Makey Makey

RockyVR

Media Advisory – Kids game will help build Canada’s economic future

CALGARY and OTTAWA, Feb. 25, 2013 /CNW/ – An unprecedented interactive online game launching Wednesday will help attract the professional engineers who will fuel Canada’s economy for decades to come.

EnGenious is an online game and career website developed by the Association of Professional Engineers and Geoscientists of Alberta (APEGA) in partnership with Engineers Canada. EnGenious is designed to appeal to junior high-aged students amid mounting evidence of long-term professional engineer shortages across the country.

The game challenges players to conquer ten science-based challenges, developed with professional engineers, to improve the social, health and safety, economic and environmental lot of the EnGenious world. Kids will also learn about the personal benefits of a career in professional engineering.