Η αποτελεσματικότητα της εκπαιδευτικής προσέγγισης STEAM - Project-Based Learning, εμπλουτισμένη με στοιχεία αυτορρυθμιζόμενης μάθησης για την εκπαίδευση μαθητών έκτης τάξης του δημοτικού σχολείου
The effectiveness of the STEAM - Project-Based Learning educational approach, enriched with elements of self-regulated learning, for the education of sixth-grade elementary school students
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Keywords
e-Course ; Project-based learning ; Self-regulated learning ; Educational escape rooms ; Collaborative learning strategies ; Renewable energy ; Primary education ; STEAMAbstract
This thesis focuses on the design, development, and evaluation of a blended learning e-course for sixth-grade students. Specifically, a course on renewable energy sources was designed using the STEAM approach, structured as an escape room. The course development utilized the Project-Based Learning method, while also incorporating strategies and principles of self-regulated learning theory. The course modules and activities were organized based on the five stages of the PjBeL-STEAM model (Project-Based eLearning - STEAM).
Through the scenario's narrative, students are required to gather information, create digital presentations, search for keys, think of solutions, and ultimately create a construction that generates electricity using renewable sources. To achieve these goals, students must work in teams, which were organized using collaborative strategies such as Brainstorming, Think-Pair-Share, and Jigsaw.
The research process was designed so that the course could be implemented and evaluated by sixth-grade students. To investigate the impact of the course on students' levels of self-regulated learning, a pre-test and post-test questionnaire will be used in an experimental group. Additionally, to assess the effectiveness of this course in teaching STEAM subjects, a questionnaire measuring effectiveness will be employed after the course's completion.
However, within the scope of this graduate program, the research process will be limited to a partially experimental study of the course's effectiveness on educators and graduates of the e-Learning program. Quantitative data analysis indicates that the sample considers this course highly effective in all dimensions.
Thus, the contribution of this study lies in the creation of a new framework that integrates the STEAM - Project-Based Learning approach with escape rooms and self-regulated learning, and in determining the effectiveness of such a framework for teaching STEAM subjects to elementary school students.