This update has been provided to inform the CREATE community about recent developments and outputs from the eCraft2Learn project.
The eCraft2Learn project will research, design, pilot and validate an ecosystem based on digital fabrication and making technologies for creating computer-supported artefacts. The project aims at reinforcing personalised learning and teaching in science, technology, engineering, arts and math (STEAM) education and to assist the development of 21st century skills that promote inclusion and employability for youth in the EU.
Only a strong consortium can guarantee the success of such a project. Every partner brings in different strengths and therefore contributes to different parts of the project. Learn more about our Team here: Consortium Partners. The CREATE Education Project are actively supporting industrial consortium partner Ultimaker with feedback and resources around the educational use of 3D printing.
The eCraft2Learn consortium is glad to share with you the latest information on the project and introduce you to the benefits of getting involved in our activities.
INSIGHTS FROM OUR NEWEST REPORTS
Report on Innovation Management in Education
This report explores the management of open innovations in education. It discusses the role of appropriate funding, national regulations, curricular flexibility, technologies ready to use and adequate training opportunities for teachers, on the basis of 25 interviews from 9 European countries. See this link for more information.
Manual of project- and crafts- based learning STEAM training for teachers
The manual provides the basic information about craft- and project-based learning and STEAM education for training teachers and opens the basic concepts of the technology to be used during training. It also includes the procedure of training by incorporating the 5-step pedagogy and the idea of giving a tool to teachers for teaching robotics and easing their path into it. See the full report here.
Description of the eCraft2Learn Open Educational Resources
The development of Open Educational Resources guiding users through their first experiences in the eCraft2Learn ecosystem has started. Our report D3.3 provides an early description of the OERs that will be produced by the project. The OERs will be made available to the open community through appropriate creative common licenses. Follow the development of our OERs here.
eCraft2Learn Ecosystem Use-Cases and Personas
Building on the work done in Deliverable 3.2a which sets up a methoology for the establishment of use-cases of the eCraft2Learn ecosystem and provides some initially identified scenarios, our second report enhances one scenario presented in the first one and describes four other Use-Cases. In order to increase the understanding of the end-users that will teach and learn within the eCraft2Learn environment, the second report presents a set of Personas as a method for enhancing engagement and reality. Both use-cases as well as personas were built on the basis of qualitative interviews and student questionnaires. See the detailed analysis of the datasets here.
THE eCRAFT2LEARN UNIFIED USER INTERFACE (UUI) DEVELOPMENT
The first version of the Unified User Interface (UUI) that lies on the core of the eCraft2Learn ecosystem was recently released. The UUI is based upon the five pedagogic stages underlying the eCraft2Learn project: ideation, planning, creation, programming, and sharing. A large number of tools that fit each of these stages was carefully evaluated for selecting a set of favoured and available tools. All of these tools are free, most of them are web-based and many are open source. We are also working on adding new fundctionalities to many of them. This includes generating event logs for providing user guidance based upon learning analytics. We have also enhanced some of the programming tools to support an easy to-use interface to AI cloud services for image recognition and speech input and output. The Unified User Interface integrates launching, documentation, event logging, and an umbrella under which tools are run as sub-windows of the main interface window. The UUI runs in any modern browser and is available at https://afsheenam.github.io/
IMPRESSIONS FROM OUR ACTIVITIES
Project partners EDUMOTIVA and UEF organized several rounds of teacher training workshops in Athens, Greece and Joensuu, Finland. The aim of the workshops was to familiarize the participant teachers with the eCraft2Learn methodology and the selected technologies and tools.
Through the workshops the teachers were encouraged to reflect upon the eCraft2Learn methodology and to smoothly envision how/whether this can fit into their teaching practices. They were also introduced to the eCraft2Learn technologies and tools through hands-on tasks that were easy to start with but concurrently were offering opportunities for extension and engagement in more advanced and complex tasks. During the 5 sessions at EDUMOTIVA, the trainees were engaged in tasks related to DIY electronics, visual programming, 3D modelling, 3D printing and remote interaction with their artefacts.
Preliminary feedback based on discussions in the end of the training sessions has provided encouraging evidence that teachers appreciated the technologies and pedagogies introduced in the course while some skepticism was expressed regarding the shift in their role as coach during the pilots. A structured analysis of the feedback from the teachers is in progress and will be presented in our next project update.
Deployment of small-scale pilots with learners in Athens
Pilots with the students in Greece are going to start the 2nd week of November both in the formal education site and in the informal educational site of Athens Technopolis.
The pilots will be carried out by the teachers that participated as trainees in the eCraft2Learn teacher training conducted in Athens. The 20 teachers will be now given the opportunity to work with the students on projects that focus on artefact making and build upon the eCraft2Learn methodology and to support the students in using creatively the selected technologies and tools.
The eCraft2Learn workshops in the school settings will be integrated into the school program/curriculum and will run for 10 weeks for 3hrs/week with the participation of 2 school classes (approximately 25 students, 15-16 years old).
The teachers are encouraged to act as coaches assisting the students as they create their learning journey. They will need to scaffold the learning process but also to show readiness in participating in co-learning experiences.
We look forward to sharing more results soon!