, the game based PBL module also promotedoutcomes of learning game design methodologies and soft skills such as communication,teamwork, and time management. These sessions were conducted over a period of 3-4 weeks inplace of associated labs that had previously been given to the students to supplement the lectures.During the PBL sessions, the students worked in groups of four that were assigned by theteachers at tables in the school’s design lab. At the start of the project, subject matter expertswere brought into the classrooms to teach the students about design thinking in the context ofboard game design. Students were given three associated tasks to complete before games werebuilt. In the first task students identified the key elements that
Secretary’s Commission on Necessary Skills (SCANS) surveyed industry to identifythe most important workforce skills [3]. The commission identified several skills includingcreativity, teamwork, budgeting skills, communication, leadership, project management, andseveral others. In education these are sometimes referred to as industry “soft skills.” They havebeen consolidated into the 4 Cs. The 4 Cs in education are collaboration, communication, criticalthinking and creativity skills [4]. Most preK-12 education is focused on content knowledgebecause it can be listed in standards and tested easily. Skill development is not as easy toobjectively test. As a result, there are no tests for the 4 Cs and they do not reside in academicstandards, and therefore
, but incorporate complementary topics that can potentially strengthen the professional, personal, employability and soft skills of pre-college students. 2. As reported in [13], minimizing the gender stereotype in a teaching and learning environment enables a sense of belonging and an increases engagement. The use of female role models was actively adopted by this program to mitigate the gender stereotype and increase the engagement of Hispanic female pre-college students. The workshop facilitators and mentors were female individuals from either academia or industry. From the post-workshop survey for pre-college students, having female role models and mentors contributed to increasing the confidence of
presented" Yuliana I. et al., educational game "introduce computational thinking 50% of students completed the game, Indonesia grades 4-5 2019 [45] concept to students in order to improve demonstrating "positive signs that student’s soft skills in aspects of students have considerable ability to problem solving" comprehend computing concept"Table 2 - Collected data from studies included in systematic qualitative review – concepts and skills First
robotic kits.The robotic artifacts created by the students also help them present their work in front of a widebody of their peers in a confident and authoritative manner. Finally, this example shows that it ispossible to implement a competition-based learning approach within formal educational settingssuccessfully and provides guidelines for mitigating major pitfalls.The second case study provides an example of project-based approach towards integratingeducational robots in K-12 classrooms, where the robot was used to foster the development ofessential soft skills in the students. The robot provided cognitive mediation for students tounderstand mathematical concepts such as proportionality and rate of change through a geometryactivity. During