Co-Creational Model for Blended Learning in a Flipped Classroom Environment Focusing on the Combination of Coding and Drone-Building
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 32804
Co-Creational Model for Blended Learning in a Flipped Classroom Environment Focusing on the Combination of Coding and Drone-Building

Authors: A. Schuchter, M. Promegger

Abstract:

The outbreak of the COVID-19 pandemic has shown us that online education is so much more than just a cool feature for teachers – it is an essential part of modern teaching. In online math teaching, it is common to use tools to share screens, compute and calculate mathematical examples, while the students can watch the process. On the other hand, flipped classroom models are on the rise, with their focus on how students can gather knowledge by watching videos and on the teacher’s use of technological tools for information transfer. This paper proposes a co-educational teaching approach for coding and engineering subjects with the help of drone-building to spark interest in technology and create a platform for knowledge transfer. The project combines aspects from mathematics (matrices, vectors, shaders, trigonometry), physics (force, pressure and rotation) and coding (computational thinking, block-based programming, JavaScript and Python) and makes use of collaborative-shared 3D Modeling with clara.io, where students create mathematics knowhow. The instructor follows a problem-based learning approach and encourages their students to find solutions in their own time and in their own way, which will help them develop new skills intuitively and boost logically structured thinking. The collaborative aspect of working in groups will help the students develop communication skills as well as structural and computational thinking. Students are not just listeners as in traditional classroom settings, but play an active part in creating content together by compiling a Handbook of Knowledge (called “open book”) with examples and solutions. Before students start calculating, they have to write down all their ideas and working steps in full sentences so other students can easily follow their train of thought. Therefore, students will learn to formulate goals, solve problems, and create a ready-to use product with the help of “reverse engineering”, cross-referencing and creative thinking. The work on drones gives the students the opportunity to create a real-life application with a practical purpose, while going through all stages of product development.

Keywords: Flipped classroom, co-creational education, coding, making, drones, co-education, ARCS-model, problem-based learning.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 439

References:


[1] Ntemngwa, C. & Oliver, J.S. (2018). The Implementation of Integrated Science Technology, Engineering and Mathematics (STEM) Instruction using Robotics in the Middle School Science Classroom. International Journal of Education in Mathematics, Science and Technology (IJEMST), 6(1), 12-40.
[2] Li, K., & Keller, J. (2018). Use of the ARCS model in education: A literature review. Computer & Education, 122, 54-62.
[3] Keller, J. (2000). How to integrate learner motivation planning into lesson planning: The ARCS model approach, Florida State University, February 2000.
[4] Keller, J. M. (2010). Motivational design for learning and performance: The ARCS model approach. New York: Springer.
[5] Keller, J. (1983). Motivational design of instruction. In C. Reigeluth (ed.), Instructional design theories and models. An overview of their current status. Hillsdale, NJ: Erlbaum. S. 383–434.
[6] Keller, J.M. & Kopp, T.W. (1987). An application of the ARCS model of motivational design. In Reigeluth, C. M. (Hg.): Instructional theories in action. Lessons illustrating selected theories and models. Hillsdale, NJ: Erlbaum. S. 289–320.
[7] Schmuck, T. H., Haber, P., & Mayr, M. (2018). Natural science problem-based learning through pupil project-driven sensor environment. In Edulearn 18. 10th International Conference on Education and New Learning Technology (Palma, 2nd-4th of July (2018): conference proceedings (pp. 6522-6527). IATED Academy.
[8] Krajcik, J. & Blumenfeld P. (2005). “Project-based learning”. The Cambridge Handbook of the Learning Sciences (Editor R.K. Sawyer), pp. 317-333, Cambridge: Cambridge University Press.
[9] Tugun, V. & Uzunboylu, H. & Ozdamli, F. (2017). Coding Education in a Flipped Classroom. Technology Education Management Informatics. 6. 599-606. 10.18421/TEM63-23.
[10] Strelan, P., Osborn, A. & Palmer, E. (2020). The flipped classroom: A meta-analysis of effects on student performance across disciplines and education levels. Educational Research Review. 30. 100314. 10.1016/j.edurev.2020.100314.
[11] Bartholomew, J.L., & Mayo, R. S. (2018). Development of a 4th-8th Grade Curriculum for Flying and Programming Mini Drones. All Graduate Plan B and other Reports. 1203. UtahState University.
[12] Heinonen, K., De Grez, N., Hämäläinen, R., De Wever, B., & Van der Meijs, S., (2020). Scripting as a pedagogical method to guide collaborative writing: university students’ reflections. Research and Practice in Technology Enhanced Learning volume 15, Article nr: 15.
[13] Pharr M. & Wenzel J. (2016). Physically Based Rendering: From Theory to Implementation (Third Edition).
[14] Arvaja, M. & Häkkinen, P. (2010). Social Aspects of Collaborative Learning International Encyclopedia of Education (Third Edition).
[15] Akhilesh, K. B. (2017). Co-Creation and Learning. In: Co-Creation and Learning. SpringerBriefs in Business. Springer, New Delhi.
[16] Chemi T. & Krogh L. (2017). Co-Creation in Higher Education. Students and Educators Preparing Creatively and Collaboratively to the Challenge of the Future. SensePublishers, Rotterdam.
[17] Root, D. (2018). Creating a Culture of Collaboration: 5 Strategies To Help You Do So. eaglesflight, blog.
[18] Bovill, C. (2020). Co-creation in learning and teaching: the case for a whole-class approach in higher education. High Educ 79, 1023–1037.
[19] Jonassen D.H. & Hung W. (2012). Problem-Based Learning. In: Seel N.M. (eds) Encyclopedia of the Sciences of Learning. Springer, Boston, MA.
[20] Wood D. F. (2003). Problem based learning. BMJ (Clinical research ed.), 326(7384), 328–330.
[21] (9) Gallagher, S., Stepien, W. & Rosenthal, H. (1992). The Effects of Problem-Based Learning on Problem Solving. Gifted Child Quarterly - GIFTED CHILD QUART. 36. 195-200.
[22] Kolodner, J. L., Camp, P. J., Crismond, D., Fasse, B., Gray, J., Holbrook, J., Puntambekar, S., & Ryan, M. (2003). Problem-Based Learning Meets Case-Based Reasoning in the Middle-School Science Classroom: Putting Learning by DesignTM Into Practice. Journal of the Learning Sciences, 12(4), 495–547.
[23] Carle A. & Schertle R. (2017). Make: mBot for Makers - Conceive, Construct and Code Your Own Robots at Home or in the Classroom. CA, United States: Maker Media, Inc.