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iSTEAM - אורט גרינברג קרית טבעון, קבוצה 1

Hosted by OSOS , contributed by tahel.w.i on 16 January 2019

A PBL program to look for solutions to "real life" problems. The project will consist of weekly encounters. It begins with the imparting of skills in teamwork, followed by a division into professional courses (product design, Arduino, application development, management, marketing and research) and working groups (around 26 groups of 6 students per group, one from each professional specialization). Formation of the working groups is done around the departments of the local authority, in which each group, in its department, has to choose a subject to deal with, by following these steps: making research to identify needs, defining a problem, finding solutions and formulating a prototype or a model. At the end of the year, students will present their products at a festive event. 

 

Opportunities for involving stakeholders from the community: 

  • Parents (especially if there arer experts in relevant fields);
  • Academic researchers and lecturers from near institutions (The Technion - Israel Institute of Technology, Haifa University, Oranim college);
  • Industry (representatives from different companies to support the pupils' projects);
  • Local authority (The scope of the problem in which the entire project deals focuses on the surroundings of the community, and therefore the local authority will be recruited to join the project). 

 

General resources needed: 

  • School staff: 1 teacher per 15 pupils 
  • computers (1 for every 2 pupils) 
  • Arduino + relevant accessories
  • 3D printer
  • equipment for makers workshop 

 

Responsible Research and Innovation

One of the key aspects of OSOS is the inclusion of RRI - Responsible Research and Innovation principles (more information at RRI-Tools.eu). This is how the iSTEAM Accelerator fits into the RRI model:

 

Governance

students will be responsible for involving different stakeholders, with whom they will maintain a continuous relationship with the objective of improving problems in the school environment.

 

I.e.: Students will be in continuous contact with stakeholders, who will be involved in the different phases of the activity in order to achieve the best results of the project. students will communicate the different advances in a transparent and reflective way.

Public engagement

Students will encourage the participation of stakeholders in the activity, making it proactive. Students will be able to make decisions collaboratively, sharing responsibility for the final results with stakeholders.

 

I.e.: students will get in touch with families and neighbors, whom they will interview and ask about problems around the school. In addition, all these external agents will be able to communicate to students both their opinions and what solution is better from their point of view, which will help students to make collective decisions.

Gender equality

When considering the scientific project, from its conception to its final solution, students will take into account the gender dimension. To do this, they will make equal decisions and ask both men and women, analyzing if there are differences in their opinions.

 

I.e.: Equal work division between female and male students when working in groups.

Science Education

Students will involve their environment to solve social problems and challenges through technology and science. The stakeholders can participate as active elements during the project.

 

I.e.: students will be supported by various types of stakeholders during different phases of the project, including both the search for challenges and problems and the proposal of solutions through Science that can solve them.

Ethics

Students will align their research with social values ​​and the needs of the environment. For this, they will share the responsibility with different stakeholders (such as neighbors and families), whose opinions will be taken into account when reflecting on the problems of the school environment.

 

I.e.: students will be able to take advantage of science to improve the dangers that may exist around the school, providing a technological solution that will be innovative and also social.

Open Access

Students will be responsible for creating a series of materials that they can then disseminate to families and neighbors. To do this, they will study the types of licenses that exist and determine which are the most appropriate for their materials.

 

I.e.: the highlights of the projects and all the materials will be published to the public. The project will be advertised in local media and the facebook pages of the Municipality.

 

Learning Objectives
To allow students to acquire the needed skills for civilians and engineers in the 21st century (and especially the ability to work as a part of a team the the ability to design and execute a project), in a highly engaging and motivational framework.

הבעיה שמצאנו היא שבדיקת הנוכחות לוקחת מעט זמן מהשיעור. היא מוציאה את הילדים מריכוז והמורים לא מספיקים להעביר את כל החומר הנדרש.

למשל, כמה ימים לאחר שהתחלנו את תכנית ה-Isteam , נכנסנו לכיתה בתחילת השיעור והמורה בדקה נוכחות. לקח לה רבע שעה לעשות זאת, התלמידים עשו המון רעש וכתוצאה מכך המורה לא שמעה שני תלמידים שנכחו בכיתה וסימנה להם חיסור.

החלטנו שאם נפתור את הבעיה הזאת, נעזור גם למורים וגם לתלמידים. 

 

התיישבנו כקבוצה ודיברנו על האפשרויות שלנו לפרויקט. שוחחנו עם מורים ומצאנו כי זו בעיה מאוד נפוצה בבתי הספר. חשבנו על המון דרכים לפתור את בעיה זו, כמו בדיקה ביומטרית/שעון דיגיטלי ועוד...

לבסוף הגענו למסקנה שעדיף לנו לעבוד עם טלפון נייד/כרטיס נוכחות משום שהם נמצאים אצל כל תלמיד ומשום שזה הפתרון הכי זול ופשוט.

 

בנינו מערכת של בדיקת נוכחות אוטומטית המבוססת על NFC .

המערכת נמצאת בתוך מכונה קטנה (הנראית בצורת קופסא), הנמצאת על הקיר בכל כיתה.

 על כל תלמיד שמגיע לכיתה להעביר את הטלפון הנייד שלו/את כרטיס הנוכחות שלו ליד המכונה. המערכת קולטת שהתלמיד נוכח ומעבירה את נתונים אלה (איחור, חיסור וכו') אל האפליקציה שבנינו.

ההורים, התלמידים והמורים יכולים לראות את הנתונים באפליקציה ולדעת את מצב התלמיד.

 

ב-Isteam  למדנו לעבוד בשיתוף פעולה ולחלק את התפקידים ביעילות בין כל חברי הקבוצה, למדנו לעבוד עם מכשירים ותוכנות חדשות שלא עבדנו איתם בעבר, למדנו מידע חדש כמו מה זה NFC, למדנו מיומנויות חדשות וכיצד להתפשר, למדנו להקשיב ולקבל ביקורת בונה.