scientix 6th spne brussels 8 may 2015: inspiring science education: manuskills
TRANSCRIPT
6° Scientix Projects’ Networking EventManuel Oliveira08/ 05 / 15
Cross-curricula activities & whole-school activities involvement
Manuel OliveiraMaria Margoudi
08/05/2015 |6th Scientix Projects' Networking Event |
6° Scientix Projects’ Networking EventManuel Oliveira08/ 05 / 15
Skill Gap Root Causes
Skills Gap in Manufactruing
Limited Education Efficiency
Change Nature of Work
Poor ImageAging Workforce
Outdated Workforce Planning
6° Scientix Projects’ Networking EventManuel Oliveira08/ 05 / 15
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Children Teens Young Adults Adults
t
N.
Of
Stu
de
nts
14/15 years
Drop-outs
t
Inte
rest
in S
TE
M
Disillusionment
t
Inte
rest
in S
TE
M
Construction of
interest
Training/EducationAwareness
Leaking STEM Pipeline
Focus8-10 years
6° Scientix Projects’ Networking EventManuel Oliveira08/ 05 / 15
ManuSkills Platform
http://demo.manuskills.org/
6° Scientix Projects’ Networking EventManuel Oliveira08/ 05 / 15
Experiments 1/31. The LEGO ExploratoriumOwner: Aalborg UniversityTarget Group: Teenagers, Young AdultsDelivery Mechanisms: Videos + Simulation
2. Life Cycle Assessment (LCA) for Sustainable Global ManufacturingOwner: Politecnico di Milano, Sintef, HighSkillz
Target Group: Teenagers, Young AdultsDelivery Mechanisms: Presentations + Serious Game
6° Scientix Projects’ Networking EventManuel Oliveira08/ 05 / 15
Experiments 2/33. EcoFactory – An Introduction to Manufacturing and EnvironmentOwner: Politecnico di Milano, Sintef, HighSkillzTarget Group: TeenagersDelivery Mechanisms: Videos + Serious Game
4. Interactive Product AssemblyOwner: LMS Universit of Patras
Target Group: Teenagers, Young AdultsDelivery Mechanisms: Virtual Reality Interaction
6° Scientix Projects’ Networking EventManuel Oliveira08/ 05 / 15
Experiments 3/35. How to build a skateboard?
Owner: Dassault Systémes, KeonysTarget Group: Teenagers
Delivery Mechanisms: Virtual Reality Interaction + Simulation
6. Teaching FactoryOwner: LMS Universit of PatrasTarget Group: Young AdultsDelivery Mechanisms: Telepresence
6° Scientix Projects’ Networking EventManuel Oliveira08/ 05 / 15
Slide Title1. Scenario Identity
1.1. Creators 1.2. Subject matter 1.3. Topic of Scenario 1.4. Rational of Scenario 1.5. Added Value
2. Scenario Application Framework 2.1. The level & the pre-existing
Knowledge of the students 2.2. Class Organization 2.3. Collaboration-Coordinator 2.4. Time Allocation & Duration 2.5. Software application &
materials
3. Teaching-Learning Process
3.1. Theoretical framework
3.2. Pedagogical framework-Model
3.3. Methodological framework-Model
3.4. Goals – Expected results
4. Scenario Implementation
4.1. Learning Activities
4.2. Worksheets
4.3. Bibliography
4.4. Enrichment of Scenario
Pedagogical Scenarios’ Structure
08/05/2015 |6th Scientix Projects' Networking Event |
6° Scientix Projects’ Networking EventManuel Oliveira08/ 05 / 15
Co-Design of Experiments
Barriers and
Enablers
Discussion
WorkshopsClasses
6° Scientix Projects’ Networking EventManuel Oliveira08/ 05 / 15
Insights• Both students and teachers are highly motivated by real life, realistic,
and updated cases (that they can relate to). This is rarely supported by current textbooks
• Currently there are high investments in e-learning platforms at educational institutions. The platforms are improving rapidly in terms of performance.
• The current platforms do not support collaboration between institutions.
• There is a rich potential in video material and informative web pages publicly available. However, it is difficult and time consuming to get overview and verify quality
• Companies are willing to deliver content but find the requests from institutions unfocused and uncoordinated
• The co-creation process entails learning
• The deployment of ICT solution in formal setting entails a different set of requirements when considering informal learning