Chapter 2 PROJECT-BASED LEARNING THE CASE FOR PBL AND STEAM Real-world relevance and application Focus on the 21st century workplace skills Address standards and content requirements if well-planned Provide opportunities for students to find creative ways to use technology Connect students with the community Can give students a sense of purpose as they solve real-world problems Begin with a problem, question, challenge—brainstorming required Timeframe for work must be assigned by the teacher and a design plan created First there must be authentic research—online, interviewing experts, reading books and articles, watching informative videos, determining what has already been tried Research usually uncovers more questions—possibly the need for a narrower focus Keep a journal—steps taken, things tried, results, or going “back to the drawing board” Share results with peers and the community through effective presentation skills Project-based learning is a natural fit with STEAM and the making process. Project-based learning requires driving questions or essential questions, to get to the heart of the problem, issue, or challenge. The inquiry process should have a timeframe—a reasonable amount of time should be designated to research, read, interview, and find out everything possible to create pathways to solutions. Next would be maker options to create a sample product or prototype guided by the engi- neering design process (ask, imagine, plan, create, improve).
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