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STEAM 2018 : Advances in STEAM education | |||||||||||||||
Link: http://www.iccmit.net/ | |||||||||||||||
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Call For Papers | |||||||||||||||
Objectives and Motivation
Science, Technology, Engineering, and Mathematics (STEM) fields are core technological underpinnings of an advanced society and also related to the economic competitiveness of nations. In addition to electronic educational technologies, such as e-Learning, Web 2.0 and educational robotics, soft skills, such as entrepreneurship, creativity, communication and teamwork skills are needed to gain new competences on innovations in modern science and technology and produce multidisciplinary scientific knowledge and innovation. However, traditionally schools and universities have struggled with the problem of embedding creativity into the STEM curriculum and attracting artistic learners into STEM. It is, therefore, important for education institutions to seek for new ways to teach and grow soft skills in order to increase student’s interest in scientific education and careers. Making connections between STEM and all other disciplines (arts, social and humanities) – what is often referred to as STEAM – allows to embrace the creative potential of linking the arts, scientific inquiry and innovation and to overcome the traditional cultural differences and gender bias. By encouraging students to express themselves through the use of engineering and technology through art and design, students can be engaged in studies more effectively. Scope and Interests The issues of Intercultural education (IcE) and Computer Science (CSE) education are of paramount importance in the twenty-first century. STEAM education can facilitate multidisciplinary and multicultural projects that allow students to expand their academic and personal experiences and to overcome linguistic and cultural obstacles in acquiring 21st century skills. The topics of interest include, but are not limited to the following:- • Educational robotics • Learning Objects and MOOCs • Intelligent Tutoring Systems and Educational Environments • E-Learning and m-Learning • Gender issues in STEAM education • Policies and strategies of higher education • Social Networks and Education • Innovation and entrepreneurship in STEAM education • Case studies in STEAM education • ICT and multimedia solutions for STEAM education • Pedagogical theories, frameworks and models for STEAM • National and global e-learning infrastructures • Quality Assurance in STEAM Education • Virtual and Augmented Reality for STEAM Education • Integrated learning in STEAM subjects • Informal education strategies • Lifelong and adult learning in STEAM • Transformation and management of STEAM curricula programmes • Technology-enhanced autonomous learning • Pedagogical Models, Scenarios and Practices of STEAM education • Educational data mining for STEAM education • Educational data management infrastructure • Language and semantic technologies for STEAM education • Ontology and Semantic Web based STEAM education • European initiatives, platforms and H2020 projects for improving STEAM education Paper Submission All instructions and templates for submission can be found in the ICCMIT2018 website: http://www.iccmit.net/. The accepted papers will be published in ISI/SCOPUS journals. In addition, the best articles will be invited to be published again after expansion as a book chapter in IGI Book. Workshop Chair Prof. Robertas Damasevicius Kaunas University of Technology, Lithuania E-mail: robertas.damasevicius@ktu.lt |
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