BUILDING STEM EDUCATION FRAMEWORK THROUGH NETWORKING COLLABORATION

BUILDING STEM EDUCATION FRAMEWORK THROUGH NETWORKING COLLABORATION

A. Arnautov, N. Gafurova, Y. Fadeev, V. Dyomin (2018).  BUILDING STEM EDUCATION FRAMEWORK THROUGH NETWORKING COLLABORATION. 10.

The paper shares the experience of implementation of STEM-based learning in undergraduate programs, organized through networking collaboration between Siberian Federal University and STEM-Games LLC. Proposed gamification model is applied through the first year of Introduction to Engineering course as a stage of students’ first acquaintance with the problems of engineering profession. STEM-based learning activities are shaped into two modules representing a team-based engineering design competition with emphasis on different aspects of engineering. The modules utilize the principles of CDIO bringing up project-based approach and active learning as primary educational techniques. The paper address major issues concerning seamless intercurricular integration of STEM-based learning. Finally, the paper shares the most recent results of the institutions’ collaboration within CDIO-based programs of SibFU. Significant point is made in students’ abilities for self-study and problem solving. Proposed contextual gaming activities put attention to practical importance of natural sciences, being as a starting point for developing students’ engineering thinking and learning motivation. 

Authors (New): 
Aleksandr Arnautov
Natalia Gafurova
Yaroslav Fadeev
Viktor Dyomin
Pages: 
10
Affiliations: 
Siberian Federal University, Russia
Moscow State University, Russia
Keywords: 
STEM
Gamification
Introduction to Engineering
Engineering Thinking
CDIO Standard 3
CDIO standard 4
CDIO Standard 7
CDIO Standard 8
Year: 
2018
Reference: 
Crawley, E.F., Malmqvist, J., Östlund, S., Brodeur, D.R. (2007). Rethinking Engineering Education. Springer US. : 
ISBN 978-0-387-38290-6.
Fuchs, M., Fizek, S., Ruffino, P., Schrape, N., et al. (2014). Rethinking Gamification. meson-press. : 
ISBN 978-3-95796-000-9.
Gonzalez, H.B., Kuenzi, J.J. (2012). Science, Technology, Engineering, and Mathematics (STEM) Education: A Primer. CRS Report for Congress. Retrieved January 20, 2018 from Federation of American Scientists: https://fas.org/sgp/crs/misc/R42642.pdf: 
Hamari, J., Shernoff, D. J., Rowe, E., Coller. B., Asbell-Clarke, J., & Edwards, T. (2014). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior. 54: 133–134.: 
Herger, M. (2014). Gamification Facts & Figures. Retrieved January 20, 2018, from EnterpriseGamification.com: http://enterprise-gamification.com/mediawiki/index.php?title=Facts_%26_Figures: 
Jeschke, S. (2016). Engineering Education for Industry 4.0. Proceedings of 2016 European CDIO Meeting, Delft, Netherlands. Retrieved January 20, 2018, from 4TU: https://www.4tu.nl/cee/en/ events/cdio_conference/engineering-education-for-industry-4-0.pdf.: 
Kamp, A. (2016). Engineering Education in a Rapidly Changing World. 2nd Rev.Ed. TUDelft. : 
ISBN: 978- 94-6186-609-7.
Go to top