eCraft2Learn

$image_alt.data

Digital Fabrication and Maker Movement in Education - Making Computer-Supported Artefacts from Scratch

eCraft2Learn aims at reinforcing personalised learning and teaching in science, technology, engineering, arts and mathematics (STEAM) education and to assist the development of 21st century skills that promote inclusion and employability for youth in the European Union.

The project’s team researches, designs, pilots and validates an ecosystem based on a digital fabrication and makes technologies for creating computer-supported artefacts.

Basic information

Country: Austria, Finland, Greece, Italy, Sweden, United Kingdom

Coordinator: University of Eastern Finland, http://www.uef.fi/en/etusivu

Programme: Horizon 2020

Project Acronym:

Target groups: college students, education authorities, policy makers, primary school students, researchers, secondary school students, teachers, trainee teachers, university students, university lecturers, vocational school students, other

Topic: Applied sciences, Information technology, Materials science, Software engineering, Technology, Education, Other

Start year: 2017

End year: 2018

Url: http://project.ecraft2learn.eu

Contact person: Bernhard Jäger Email office (at) ecraft2learn.eu

The eCraft2Learn project has a three-fold structure for its pedagogical, technical and business objectives. The distinction between the three categories is, therefore, meant to be a guiding structure for the project’s activities.

PEDAGOGICAL OBJECTIVES

eCraft2Learn focuses on the following techniques and strategies in pedagogy, namely: innovation management techniques, developing a different approach to education, enabling communication, ensuring a pedagogical practicability of learning designs and developing the integration of an eCraft2Learn method.

TECHNICAL OBJECTIVES

eCraft2Learn focuses on the following techniques and strategies in technology, namely: facilitating positive changes in attitudes towards education in science, technology etc., using breakthrough technologies for learning, i.e. 3D technologies and supporting teachers with real-time analytics systems.

BUSINESS OBJECTIVES

eCraft2Learn focuses on the following techniques and strategies in business, namely: enabling and making sustainable network of collaboration among industry, enabling learners while becoming project-solving, ambitiously thinking entrepreneurs, increasing awareness on the need for digital fabrication.

eCraft2Learn is based on learning principles through the act of making and the do-it-yourself (DIY) philosophy. DIY technologies emerge as unique making tools that can create a learning ecosystem for attracting and keeping learners interested and motivated. The ecosystem starts with students’ own ideas, gained by exploring the world (Stage 1). Then, a planning stage follows where the students explore the resources available and needed for the realisation of their idea (Stage 2). The students then engage in a making process that includes brainstorming, iterative designs, trial and errors and reflection upon designs (Stages 3 and 4) and finally share their finished projects with the open community (Stage 5).

 

If you know of European or national project in STEM education, please let us know. 

Submit project

 


Read more on what Scientix offers to science education projects


For project managers:

connect with Scientix!


For project managers:

Request support for your project from Scientix Teacher Ambassadors!