IRMA-International.org: Creator of Knowledge
Information Resources Management Association
Advancing the Concepts & Practices of Information Resources Management in Modern Organizations

The Coding Maestros Project: Blending STEAM and Non-STEAM Subjects Through Computational Thinking

The Coding Maestros Project: Blending STEAM and Non-STEAM Subjects Through Computational Thinking
View Sample PDF
Author(s): Peggy P. Apostolou (American Community Schools (ACS), Athens, Greece)and Maria D. Avgerinou (American Community Schools (ACS), Athens, Greece)
Copyright: 2021
Pages: 15
Source title: Handbook of Research on K-12 Blended and Virtual Learning Through the i²Flex Classroom Model
Source Author(s)/Editor(s): Maria D. Avgerinou (American Community Schools (ACS), Athens, Greece)and Peggy Pelonis (American Community Schools (ACS), Athens, Greece)
DOI: 10.4018/978-1-7998-7760-8.ch029

Purchase

View The Coding Maestros Project: Blending STEAM and Non-STEAM Subjects Through Computational Thinking on the publisher's website for pricing and purchasing information.

Abstract

The Coding Maestros project is the result of music and dance meeting coding through the application of computational thinking in an informal, cross-grade, student-led K12 context. The underlying research goal was for the authors mentoring this inter-disciplinary STEAM initiative to build a shared framework in order to experiment with the application of computational thinking in a series of guided discovery learning sessions and, for the students to develop a deeper understanding of, and benefit from holistic, inquiry-based learning, apply logical, critical and creative thinking to further develop their problem-solving skills outside the boundaries and expectations of formal learning, through trans-disciplinary collaboration. The framework, process, and outcomes are presented in this chapter. The culminating presentations/ performances demonstrated that ACS Athens students enjoyed remarkable learning experiences that attracted and sustained their attention, developed their problem-solving skills, and sparked their curiosity to pursue deeper learning in any of the STEAM-related fields.

Related Content

. © 2021. 23 pages.
. © 2021. 14 pages.
. © 2021. 15 pages.
. © 2021. 26 pages.
. © 2021. 26 pages.
. © 2021. 16 pages.
. © 2021. 27 pages.
Body Bottom