The BioS4You European Project: An Innovative Way to Effectively Engage Z-Generation Students in STEM Disciplines
Abstract
:1. Introduction
2. Materials and Methods
2.1. The Bios4You Project and Its Added Value in STEM Education
- to allow students to connect their learning in Science, Technology, Engineering, and Math together with concerns related to environmental, social and health issues, creating a direct connection between what students are learning and how it is applied in the real world;
- to enhance project-based learning experiences that expose students to the critical thinking skills necessary for success in the 21st century;
- to create wonder, critique, inquiry, and innovation in students’ learning, improving student interest and satisfaction.
2.2. The Bios4You Methodology
- (i)
- Giving teachers direct access to experts in the practice of scientific method resources in the classroom;
- (ii)
- Instruction in project-based framework, presenting students with real-life problems (questions) for them to examine and seek answers to;
- (iii)
- The training introduces teachers to the most current and best materials available for supporting 2-E instruction;
- (iv)
- The training is integrative, showing teachers how to use and incorporate various technologies and electronic media, including educational gaming, into the instructional mix so that teachers can engage students using tools they understand and value;
- (v)
- The program culminates in classroom demonstration projects in which teachers and students deploy the scientific method to solve real-life problems, engineering experimental designs and products, and report findings as actual scientists might.
2.3. The Bios4You Moodle Platform
- (1)
- the flexible toolset. Moodle administrator can configure Moodle by enabling or disabling core features, and easily integrate everything needed for a course using its complete range of built-in features, including external collaborative tools;
- (2)
- open source;
- (3)
- accessible;
- (4)
- user-friendly;
- (5)
- the Moodle platform was formed in all partners languages (Lithuanian, German, Italian, Turkish) as well in English; other languages are possible, if there is a need. A possible further step is to put it in Spanish, since approximately 577 million people speak it and Spanish is the third most used language on the internet (after English and Chinese);
- (6)
- different tools integration (tests, quizzes, discussions boards, etc.);
- (7)
- different sources integration (files, folders, links, pages, video, etc.);
- (8)
- different types of activities for students’ engagement into active study processes available (forums, glossaries, wikis, assignments, choices (polls), SCORM players, databases, etc.);
- (9)
- interactivity;
- (10)
- gamification tools (badges, competency, completion progress, etc.);
- (11)
- tools for monitoring and assessing progress;
- (12)
- communicating and self-reflection tools;
- (13)
- course management tools (access restrictions to learning materials, automated assessment or testing, reports, managing work submissions);
- (14)
- use anytime, anywhere, on any device; Moodle app provides possibility to download the content and to use it without internet;
- (15)
- global community support (online support documentation, strong support for security and administration).
3. The Results of the First 18 Months of Activity of the Project
3.1. The Identification of “hot” Topics in Biotech Scientific Innovation
3.2. The Pedagogical Requirements for the BioS4You Educational Material (Focused on the School)
- -
- People are motivated to develop competence and solve problems by rewards and punishments but often have intrinsic reasons for learning that may be more powerful.
- -
- Learners tend to persist in learning when they face a manageable challenge (neither too easy nor too frustrating) and when they see the value and utility of what they are learning.
- -
- Children and adults who focus mainly on their performance (such as on gaining recognition or avoiding negative judgments) are less likely to seek challenges and persist than those who focus on learning itself.
- -
- Learners who focus on learning rather than performance or who have intrinsic motivation to learn to tend to set goals for themselves and regard increasing their competence to be a goal.
- -
- Teachers can be effective in encouraging students to focus on learning instead of performance, helping them to develop a learning orientation [30].
- Identifying bio-inspired principles in the functions and strategies of living things to stimulate innovative solutions.
- Causes and effects of the problem which lead them to find the solution.
- Applying the technical process (STEM) to reach a bio-inspired solution for the problem.
Some Teaching Strategies
Imagine Being as Part of Nature:
Using Function and Strategy:
Recognising Matters of Scale:
System Thinking:
3.3. Didactic Sequence and Characteristics of Learning/Teaching Units
- ✓
- Identity card of the learning unit with a brief description of the learning path.
- ✓
- Engagement phase (brainstorming activity with driving questions).
- ✓
- Explore phase (includes “theoretical” activities eventually split up in basic and advanced level).
- ✓
- Execute phase (includes planning and realisation of hands-on activities, virtual or remote lab activities, flipped activities, solutions to real-life problems, etc., eventually split up in basic and advanced level).
- ✓
- Evaluation and assessment phase (include tests, exercises, questionnaires, open problems, etc., for both teacher evaluation and student self-evaluation).
- Engagement should inspire inquiry;
- Exploratory activities should provide background and concept information central to the topic object of the study;
- Practical activities should challenge students to apply what they have learned.
- (1)
- From waste to clean resources: A Virtuous Biocycle for the Creation of an Eco habitat.
- (2)
- Biomimicry: Innovation and Design Inspired by Nature.
- (3)
- Global Climate Change.
- (4)
- Arduino and Coding.
- (5)
- Robotics in Biotechnology.
- (a)
- 3D modelling of body parts,
- (b)
- 3D printing of body parts,
- (c)
- Realising the motion of bionic hand fingers by servomotors,
- (d)
- Controlling Servomotors by the Arduino UNO Microcontroller.
- (a)
- Overview of the topic,
- (b)
- Advanced Study of the Topic,
- (c)
- Virtual simulation from elementary 3D shapes or hardware actions up to bionic body parts and computer-controlled movements,
- (d)
- Self-assessment,
- (e)
- Experiments in laboratory settings.
4. Discussion and Conclusions
- (i)
- How can technology-supported learning help to move beyond content delivery and truly enhance science, technology, engineering, and mathematics (STEM) education so that students develop a broad mix of skills?
- (ii)
- Could innovative teaching and learning approaches spark thinking and creativity, enhance student engagement, strengthen communication, and build collaboration?
- (iii)
- Would they make STEM teaching and learning more effective, more relevant, and more enjoyable?
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
- From Pythagorean tables to bio-inspired computing: a journey to discover biological-inspired computational algorithms.
- From waste to clean resources: a virtuous bio-cycle for the creation of an eco-habitat.
- Biomimicry: innovation and design inspired by Nature.
- Bio architecture and bio-design: a multidisciplinary path across Art, Engineering and Science, driven by Nature.
- Coronavirus emergency and biotechnology: from the thermo-scanner to the possible vaccine.
- Home automation and bio-sustainability.
- Bioengineering and artificial intelligence systems: what can we learn from natural behaviours?
- From leaves photosynthesis to fuel cells.
- Bio-inspired/smart health medicine.
- Environmental education and biotechnology.
- Agricultural/food education and biotechnology.
- Marine (sea) education and biotechnology.
- Electric and magnetic phenomena in bioengineering
- Processing of big data, signals, and images in bioengineering.
- Bioengineering and tools for the study and design of medical devices and systems, natural and artificial materials, fabrics, apparatuses, and agents.
- Methods of analysis of the characteristic structure–property link of biomaterials and biomechanical structures.
- Climate change.
- Industry 4.0 and biotechnology.
- Computer and information sciences (cryptology, programming, artificial intelligence, etc.).
- Genetic engineering.
- Neuroscience.
- Bioengineering and Internet of Things.
- Robotics in biotechnology field.
- Biotechnologies driven change.
- Game theory, Arduino, and coding.
Appendix B
Selected Topics | Student Number | Percent | |
1 | Coronavirus emergency and biotechnology: from the thermo-scanner to the possible vaccine | 86 | 35.2 |
2 | Computer and information sciences (cryptology, programming, artificial intelligence, etc.) | 84 | 34.4 |
3 | Game theory, Arduino, and coding | 77 | 31.6 |
4 | Neuroscience | 62 | 25.4 |
5 | Genetic engineering | 59 | 24.2 |
6 | Bioengineering and artificial intelligence systems: what can we learn from natural behaviours? | 58 | 23.8 |
7 | Robotics in biotechnology field | 57 | 30 |
8 | Marine (sea) education and biotechnology | 57 | 28 |
9 | Bio-inspired/smart health medicine | 56 | 23 |
10 | Home automation and bio-sustainability | 55 | 22.5 |
11 | Climate change | 53 | 21.7 |
12 | From waste to clean resources: a virtuous bio-cycle for the creation of an eco-habitat | 50 | 20.5 |
13 | Electric and magnetic phenomena in Bioengineering | 48 | 19.7 |
14 | Biomimicry: innovation and design inspired by Nature | 47 | 19.3 |
15 | Environmental education and biotechnology | 41 | 16.8 |
Appendix C
Selected Topics | Teacher Number | Percent | |
1 | Climate change | 18 | 36 |
2 | Robotics in biotechnology field | 17 | 34 |
3 | Coronavirus emergency and biotechnology: from the thermo-scanner to the possible vaccine | 16 | 32 |
4 | Computer and information sciences (cryptology, programming, artificial intelligence, etc.) | 16 | 32 |
5 | From waste to clean resources: a virtuous bio-cycle for the creation of an eco-habitat | 15 | 30 |
6 | Biomimicry: innovation and design inspired by Nature | 15 | 30 |
7 | Game theory, Arduino, and coding | 15 | 30 |
8 | Bioengineering and artificial intelligence systems: what can we learn from natural behaviours? | 14 | 28 |
9 | Environmental education and biotechnology | 13 | 26 |
10 | Home automation and bio-sustainability | 12 | 24 |
11 | Electric and magnetic phenomena in bioengineering | 12 | 24 |
12 | Genetic engineering | 9 | 18 |
13 | Neuroscience | 9 | 18 |
14 | Bioengineering and Internet of Things | 8 | 16 |
15 | Bio-architecture and bio-design: a multidisciplinary path across Art, Engineering and Science, driven by Nature | 8 | 16 |
16 | Processing of big data, signals, and images in bioengineering | 8 | 16 |
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No. | Section Name | Task Description |
---|---|---|
1. | Log in | Main information how to login into the course. |
2. | Explanation about the form necessary to fulfil to create a new course and/or test it; information, how to contact the “Moodle” administrator (the contacts of the administrator will be seen at the bottom of the webpage and near the login information). The administrator can manage all the areas of the “Moodle”, solve problems, and provide technical help. | |
3. | Create a course (the role of course creator) | Instructions how to fulfil the form in order to create a new course. This can be done by those who are assigned the content creators role. |
4. | Course settings | Instructions how to change course settings to a teacher, or other user with the update course settings capability. Explanation on how to add a course summary and image, change course format, appearance, and other. |
5. | Course homepage | Explanation about “Moodle” course main blocks, i.e., visual layout of the content. |
6. | Capability to change course details | Main information, how to fill in the course form. |
7. | Course editing | The information about tools, which can help to create or edit new units; capabilities to add activities or recourses and the description of activities. Explanation how to add other additional information into the course. |
8. | Activity completion | The directions related to the icons for activity completion; the options, how to see that students have finished his/her activity; capabilities to evaluate students for the finished activity. |
9. | Interactive content—H5P | Short instructions how to integrate the tool H5P into the course used content bank. Instructions how to create interactive content (course presentation). |
10. | Quiz activity application | Short instructions, how to add the quiz for the students’ evaluations. |
11. | Students’ enrolment | Short instructions about students’ self-enrolment and teachers’ manual enrolment of particular students. |
12. | Course layout | The course layout is based on the methodological part of the project. Every unit consist of two parts: explore and execute. Basic level consists of introduction and basic principles lessons; advanced level is related to two advanced material lessons. |
No. | Section Name | Description |
---|---|---|
1. | Introduction information about “Moodle” | Main information about Moodle. |
2. | Log in information | Main information how to log into the course. |
3. | Homepage and Dashboard | Explanation how to navigate in site, how to use personal dashboard and homepage. |
4. | User settings | Instructions how to change user settings and other preferences; how to edit user information, set the forum preferences and the message or the notification preferences. |
5. | Enrolling into a course | Explanation how to search course, to preview course summary and to enrol or unenroll into a course |
6. | Course homepage | Explanation about “Moodle” course main blocks, i.e., visual layout of the content and how to study in a Moodle course. Explanation of where resources for reading or activities are. |
7. | Progress tracking | Information about the conditions of course activity completion. Explanation of where it is possible to see progress bar and how to track your completion. |
8. | Quiz or self-evaluation task | Information about the self-evaluation task, which can help to understand the content or check on own. Explanation how to start and complete quiz. |
9. | Grades | Explanation where to find your grades. |
10. | Forum discussion | The information about forum activity. Explanation of how to discuss online, to post messages, or to ask questions for teachers or for other students. |
11. | Messaging | Short instructions on how to send private messages for teachers or other participants. |
12. | Help | The additional information about “Moodle” and where to go for help. |
Examples of Driving Questions | How Can We Learn from Nature? | How Can Nature Impact on Our Future? | What Do You Think about Bio-Inspired and Global Warming? | How Can We Find a Solution in Nature for the Global Warming in Future? |
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Teacher requirements |
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Student requirements: |
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Persano Adorno, D.; Mallahnia, T.; Koch, V.; Zailskaitė-Jakštė, L.; Ostreika, A.; Urbaitytė, A.; Punys, V.; Pizzolato, N. The BioS4You European Project: An Innovative Way to Effectively Engage Z-Generation Students in STEM Disciplines. Educ. Sci. 2021, 11, 774. https://doi.org/10.3390/educsci11120774
Persano Adorno D, Mallahnia T, Koch V, Zailskaitė-Jakštė L, Ostreika A, Urbaitytė A, Punys V, Pizzolato N. The BioS4You European Project: An Innovative Way to Effectively Engage Z-Generation Students in STEM Disciplines. Education Sciences. 2021; 11(12):774. https://doi.org/10.3390/educsci11120774
Chicago/Turabian StylePersano Adorno, Dominique, Tahereh Mallahnia, Volker Koch, Ligita Zailskaitė-Jakštė, Armantas Ostreika, Aušra Urbaitytė, Vytenis Punys, and Nicola Pizzolato. 2021. "The BioS4You European Project: An Innovative Way to Effectively Engage Z-Generation Students in STEM Disciplines" Education Sciences 11, no. 12: 774. https://doi.org/10.3390/educsci11120774
APA StylePersano Adorno, D., Mallahnia, T., Koch, V., Zailskaitė-Jakštė, L., Ostreika, A., Urbaitytė, A., Punys, V., & Pizzolato, N. (2021). The BioS4You European Project: An Innovative Way to Effectively Engage Z-Generation Students in STEM Disciplines. Education Sciences, 11(12), 774. https://doi.org/10.3390/educsci11120774