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The Diorama Project: Development of a Tangible Medium to Foster STEAM Education Using Storytelling and Electronics

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Part of the book series: Smart Innovation, Systems and Technologies ((SIST,volume 80))

Abstract

Children of the 21st century grow up in a world full of information and technology. Education should equip them with useful skills and competencies, allowing them to actively and effectively take part in a globalised society. Teachers feel the need for educational tools that support innovative teaching. To this end, this paper describes the development of The Diorama Project. This series of trans-disciplinary workshops combines familiar subjects, like language and art, with new topics such as programming and electronics, to foster valuable skills and knowledge in a more fun and tangible way. Pupils team up to write, record and tinker a story. Programmable electronics let their theatre plays come alive. An open source platform provides all the information for teachers to organise the workshops by themselves. They can use it to share their experience and knowledge with colleagues worldwide.

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Notes

  1. 1.

    https://github.com/thedioramaproject.

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Acknowledgements

The authors would like to thank Xi Li and the children who enthusiastically participated in the development of this project.

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Correspondence to Peter Conradie .

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Cools, S., Conradie, P., Ciocci, MC., Saldien, J. (2018). The Diorama Project: Development of a Tangible Medium to Foster STEAM Education Using Storytelling and Electronics. In: Mealha, Ó., Divitini, M., Rehm, M. (eds) Citizen, Territory and Technologies: Smart Learning Contexts and Practices. SLERD 2017. Smart Innovation, Systems and Technologies, vol 80. Springer, Cham. https://doi.org/10.1007/978-3-319-61322-2_17

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  • DOI: https://doi.org/10.1007/978-3-319-61322-2_17

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-61321-5

  • Online ISBN: 978-3-319-61322-2

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