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UMI-Sci-Ed Project: The experience in Norwegian schools Fufen Jin - [email protected] Anne Margrethe Bosch - [email protected] Monica Divitini - [email protected] 10.05.2019
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UMI-Sci-Ed Project: The experience in Norwegian schools

Fufen Jin - [email protected] Margrethe Bosch - [email protected]

Monica Divitini - [email protected]

10.05.2019

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Agenda

• The UMI-Sci-Ed project: Programming in secondary schools in an European perspective

• Educational scenarios: An example

• Some results from Norwegian schools

• Reflections on the experience

Brukernavn
Presentasjonsnotater
Fufen We present ourselves - need 2 microphones Then we present : who is Excited
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What is UMI-Sci-Ed?

• UMI-Sci-Ed: Exploring Ubiquitous computing, Mobile computing and Internet-of-things to promote Science Education

• UMI: Ubiquitous computing, Mobile computing and Internet-of-things

• A European project involving 5 countries across Europe: Norway, Finland, Italy, Greece, Ireland

• Aim: enhance the attractiveness and inclusiveness of science education and careers for young people through the use of the latest technologies.

Brukernavn
Presentasjonsnotater
Fufen Also: Why is it important
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Mission

Empower young students (13-16 years in age) to:• Think creatively• Apply new knowledge in an effective way• Become competitive in a highly demanding

working environment• Create Communities of Practice to support

education

Brukernavn
Presentasjonsnotater
Fufen
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Overview of studies

• 5 classes in each partner country• Overview of the 5 classes in Norway

Total N=128N boys=71N girls=47N unknown gender=10Mean age=15 years

Brukernavn
Presentasjonsnotater
Fufen adds the slides into the PP
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Agenda

• The UMI-Sci-Ed project: Programming in secondary schools in an European perspective

• Educational scenarios: An example

• Some results from Norwegian schools

• Reflection on the experience

Brukernavn
Presentasjonsnotater
Anne
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What we provide….

• A platform for supporting activities in schools and cooperation - http://umi-sci-ed.eu/the-platform

• Community of Practice (CoP)

• Educational scenarios

• The UDOO educational toolkits

Brukernavn
Presentasjonsnotater
Anne Så hva er det vi kan tilby til de klassene som deltar? En plattform som er tilrettelagt for tett samarbeid mellom deltakere Community of practice Lærere, elever og oss i prosjektet er logget på samme sted Beskrivelse av ulike scenario som brukes Tilgang på forskningsresultater Generelt mye læringsmateriale og ressurser tilgjengelig Scenario: Resirkulering Toolkits / verktøykasse Innhold: UDOO kretskort - liten datamaskin med operativsystem. Kan koble til mus, tastatur, skjerm Sensorer Ledninger til å koble alt sammen, etc.
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Technical toolkit

Brukernavn
Presentasjonsnotater
Anne
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Brukernavn
Presentasjonsnotater
4-5 hours activity (hver fase) that can be organized in a varying number of class hours Fase 1: design of IoT solutions for societal challenges (smart cities) (løse samfunnsproblemer) What we are doing now: Improving the introduction to IoT, less difficult language, more info well suited to the students age Fase 2: Building easy circuits with the UDOO boards and different sensors Fase 3: Building a recycling bin that uses a ultra-sound sensor to detect when it is full and it signals it (with a red light and with sharing data to the cloud)
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Video from the activity

Brukernavn
Presentasjonsnotater
Anne
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Brukernavn
Presentasjonsnotater
4-5 hours activity (hver fase) that can be organized in a varying number of class hours Fase 1: design of IoT solutions for societal challenges (smart cities) (løse samfunnsproblemer) What we are doing now: Improving the introduction to IoT, less difficult language, more info well suited to the students age Fase 2: Building easy circuits with the UDOO boards and different sensors Fase 3: Building a recycling bin that uses a ultra-sound sensor to detect when it is full and it signals it (with a red light and with sharing data to the cloud). man ser selv hvor mye man vil gjøre ut av det
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● Easy entry point, less “scaring”● connected to societal challenges

(technology in context)● Develop ownership of ideas

● Introduction to microprocessors and sensors

● Group activity● Hand-on tutorial

● Project - oriented activity● Students have the possibility to

be more creative (within the limited time frame that they have

Brukernavn
Presentasjonsnotater
Hvorfor gjør vi aktivitetene med UMI? Fase 1: Idéfase - ikke hands on med teknologien. Senke terskelen, mindre skremmende å hoppe i det. Egne idéer - eierskap. Muligheter for å inkludere/adressere samfunnsproblemer. Fase 2: Har pirret nysgjerrigheten, hvordan realiserer vi idéene. Gruppene finner ut av det sammen, og med tett oppfølging *to do list* Fase 3: Får bruke teknologien til å gjøre noe nyttig, får se hvordan det faktisk kan brukes. Ferdigstilt produkt. Bruke kreativiteten Product design, you have to make decisions on how to reach the goal, additional functionality (yellow light) Not *to do list*
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Agenda

• The UMI-Sci-Ed project: Programming in secondary schools in an European perspective

• Educational scenarios: An example

• Some results from Norwegian schools

• Reflection on the experience

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Do UMI activities provide satisfaction, enjoyment, a good performance, and give a sense that it is useful to students?

5,5

4,84,5 4,4

5,3

4,3

1

2

3

4

5

6

7

Satisfaction Enjoyment Easiness Usefulness Performance Intention to use

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High satisfaction rate does not translate to high intention rate

63,6

19,6

10,3

6,5

Strongly agree Partially Agree Neutral Disagree

22,4

2922,4

26,2

Strongly agree Partially Agree Neutral Disagree

Students’ respons to satisfaction Students’ respons to intention

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Usefulness is a critical factor for intention

0,4

0,46

0,54

0,630,6

0

0,1

0,2

0,3

0,4

0,5

0,6

0,7

Satisfaction Enjoyment Easiness Usefulness Performance

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Gender differences in learningexperiences

1

2

3

4

5

6

7

Satisfaction Enjoyment Easiness Usefulness Intention

Boys Girls

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Gender difference in learningexperience with UDOO

1

2

3

4

5

6

7

Usability Enjoyment Easiness Intention

Boys Girls

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Do UMI activities increase students’ career awareness?

Brukernavn
Presentasjonsnotater
Fufen Also add another slide on enjoyment
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Agenda

• Who we are

• The UMI-Sci-Ed project: Programming in secondary schools in an European perspective

• Educational scenarios: An example

• Some results from Norwegian schools

• Reflection on the experience

Brukernavn
Presentasjonsnotater
Anne
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Some lessons learned (1)

• UMI as an effective way to engage students– ...but requires close follow up from the teachers

• Cooperation with external actors is important - invite people into your class– but remember that your role as a teacher remains critical

• Students might play an important role in helping others to learn - give them a chance

• Varied activities are important to trigger participations– how and when to push students out of their “comfort zone”

Brukernavn
Presentasjonsnotater
Hva har vi lært av prosjektet? UMI er effektivt - det engasjerer Praktiske oppgaver Mange spørsmål - det må være noen der som kan svare , og fasilitere arbeidet Opplegget er fleksibelt, og lett å tilpasse ulike klasser Øktlengde, timetall - hvor omfattende Omrokkere rekkefølgen på de tre fasene, elektronikklinje på VGS hensiktsmessig fase 2 først Hvor stor frihet vi gir i idéfasen, hvor mye kode de har tilgang til Ekstraoppgaver UDOO board - mange muligheter, arduino med et operativsystem - komplisert for elevene å løse problemer selv. Fungerer ikke med chromebook Mulig å benytte andre kretskort for å treffe målgruppen, bedre effekt når kortet er tilpasset Micro:Bit, ren arduino uten operativsystem
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Some lessons learned (2)

• The gender gap– Girls are a minority in ICT-oriented classes

• It is important to motivate them early– Stereotypes seem to be strong and tend to push back girls

during programming activities• active scaffolding by the teacher

Brukernavn
Presentasjonsnotater
Ikke så viktig slide Dere har snakket om kjønnsforskjeller før - nevner det nå Valgfag ICT - teknologiklasser motivere tidligere Stereotyper - jenter mer aktive i idéfasen, gutter tar over i den praktiske biten (dette er den tendens)
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Some lessons learned (3)

• Low floor, high ceiling activities– not easy to design and to

implement

Brukernavn
Presentasjonsnotater
Anne Aktivitetene er designet til å være low floor high ceiling Vi snakker om fase 3 hvor man må finne ut av ting selv med designet Som vi har snakket om, må elevene selv finne ut i fase 3 hvordan de vil sette sammen komponentene på bøtta. Fungerer det? vs. hva er beste mulige design, praktisk og estetisk sett. Legge til funksjonalitet som et gult lys ved halvfull bøtte eller LED-matrise Det er ikke alltid
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Interested in cooperating with NTNU?

Contact: Prof. Monica Divitini [email protected]

Why you should get involved?

● Get access to innovative teaching scenarios

● Share your experience with an international community

● Get help


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