621,17 €
690,19 €
-10% with code: EXTRA
Handbook of Research on Integrating ICTs in STEAM Education
Handbook of Research on Integrating ICTs in STEAM Education
621,17
690,19 €
  • We will send in 10–14 business days.
Modern society gives great importance to scientific and technological literacy, development of "21st century skills," and creating individuals who are not passive users of ICT tools but active thinkers and even tinkerers. The learning process is thus constantly evolving to facilitate the acquisition of such skills, such as setting goals and making evidence-based decisions, thinking critically, and solving problems while efficiently managing time as well as using technology, cooperating ethicall…
690.19
  • SAVE -10% with code: EXTRA

Handbook of Research on Integrating ICTs in STEAM Education (e-book) (used book) | bookbook.eu

Reviews

Description

Modern society gives great importance to scientific and technological literacy, development of "21st century skills," and creating individuals who are not passive users of ICT tools but active thinkers and even tinkerers. The learning process is thus constantly evolving to facilitate the acquisition of such skills, such as setting goals and making evidence-based decisions, thinking critically, and solving problems while efficiently managing time as well as using technology, cooperating ethically, and communicating effectively. STEAM is the approach to learning that uses concepts from natural sciences, technology, engineering, arts, and mathematics to foster critical thinking, computational and design thinking, as well working effectively together, mimicking the process followed by scientists. The end goal is engaged and motivated students who participate in experiential and inquiry-based learning in fun, immersive environments that facilitate learning through a creative process. The Handbook of Research on Integrating ICTs in STEAM Education includes current research focusing on the development of STEAM and ICT educational practices, tools, workflows, and frames of operation that encourage science skills, but also skills related to the arts and humanities such as creativity, imagination, and reflection on ethical implications. Covering topics such as early childhood education, machine learning education, educational robotics, and web-based simulations, this major reference work is an essential resource for engineers, educators of both K-12 and higher education, education administration, libraries, pre-service teachers, computer scientists, researchers, and academics.

EXTRA 10 % discount with code: EXTRA

621,17
690,19 €
We will send in 10–14 business days.

The promotion ends in 22d.09:44:53

The discount code is valid when purchasing from 10 €. Discounts do not stack.

Log in and for this item
you will receive 6,90 Book Euros!?
  • Publisher:
  • ISBN-10: 1668438615
  • ISBN-13: 9781668438619
  • Format: 21.6 x 27.9 x 2.7 cm, kieti viršeliai
  • Language: English English

Modern society gives great importance to scientific and technological literacy, development of "21st century skills," and creating individuals who are not passive users of ICT tools but active thinkers and even tinkerers. The learning process is thus constantly evolving to facilitate the acquisition of such skills, such as setting goals and making evidence-based decisions, thinking critically, and solving problems while efficiently managing time as well as using technology, cooperating ethically, and communicating effectively. STEAM is the approach to learning that uses concepts from natural sciences, technology, engineering, arts, and mathematics to foster critical thinking, computational and design thinking, as well working effectively together, mimicking the process followed by scientists. The end goal is engaged and motivated students who participate in experiential and inquiry-based learning in fun, immersive environments that facilitate learning through a creative process. The Handbook of Research on Integrating ICTs in STEAM Education includes current research focusing on the development of STEAM and ICT educational practices, tools, workflows, and frames of operation that encourage science skills, but also skills related to the arts and humanities such as creativity, imagination, and reflection on ethical implications. Covering topics such as early childhood education, machine learning education, educational robotics, and web-based simulations, this major reference work is an essential resource for engineers, educators of both K-12 and higher education, education administration, libraries, pre-service teachers, computer scientists, researchers, and academics.

Reviews

  • No reviews
0 customers have rated this item.
5
0%
4
0%
3
0%
2
0%
1
0%
(will not be displayed)