STEAM learning in formal and informal settings via craft and maker projects
Ken Kahn, Calkin Suero Montero, Christian Voigt · 2018
Teams of students creating digital artefacts using crafts, 3D printing, electronics, microcontrollers, and computer programming can result in significant science, technology, engineering, art, and mathematics (STEAM) learning. An ecosystem of carefully selected tools, diverse project ideas, and a well-designed pedagogic structure can greatly facilitate this.