Technik unterhaltsam und praxisnah im Unterricht vermitteln

Teaching technology in a fun and practical way

Digitalisation is affecting the way we live and work. This should be reflected in today’s education to keep pace with an increasingly complex and technology-oriented society. Students who learn to combine technical expertise with creative problem-solving skills have excellent career prospects. According to “The Future of Jobs Report 2023”, published by the World Economic Forum in 2023, the world of work of the future will require complex problem-solving skills, analytical thinking and creativity. This is where STEAM or STEM education comes in.

The importance of STEAM education for students

STEAM is an integrated approach to education that combines science, technology, engineering, arts and mathematics. These include not only technical skills, but also creative thinking and adaptability. This bridges the often perceived gap between creative and analytical disciplines: the inclusion of the arts encourages a more holistic approach to problem solving. This integration encourages students to think both logically and imaginatively and improves their ability to tackle complex challenges. As a result, students are better prepared for a variety of career paths and can more easily adapt to changes in the labour market.

Focus on project-based learning

A fundamental methodology of STEAM education is project-based learning. Pupils and students work on projects that require the application of knowledge from as many of the five areas as possible. They often work in groups. This develops critical thinking and problem-solving skills, as well as the ability to work in a team. A key element is working on practical experiments that enable students to apply their learning in real-life situations. The use of exciting technology and modern equipment stimulates interest in the topics, develops technical skills and effectively deepens understanding of the subject matter. Project-based learning helps students understand how what they have learned in theory can be applied to real-life situations – directly answering the question ‘Why will I need this later?

Focus on project-based learning: Students working together on a robotics project in a lab

Technology Kits for STEAM Projects

For project-based learning in STEAM education, Arduino offers kits in electronics, coding and computer science, robotics, and the Internet of Things. The kits combine hardware, software and educational content and have been developed in collaboration with educators. The different learning tools are tailored to specific audiences, such as primary school teachers, secondary school science teachers or engineering students.

Arduino is originally an open source electronics platform based on easy-to-use hardware and software. It was developed at the Ivrea Interaction Design Institute as a tool for rapid prototyping and was aimed at students with no previous experience of electronics and programming. Arduino boards can read inputs (light on a sensor, a finger on a button, or a Twitter message) and convert them into an output, such as activating a motor, turning on an LED, or posting something online. Over the years, Arduino has been the basis for a wide range of projects, from everyday objects to complex scientific instruments. A worldwide community of students, hobbyists, artists, programmers and professionals has formed around this open source platform. The accumulated knowledge can be of great help to students and teachers alike.

Starter kit teaches the basics of electronics and programming

The Arduino Education Starter Kit teaches students the basics of programming, coding and electronics. No previous knowledge or experience is required. The kit guides teachers step-by-step through the lessons and supports them with detailed guidelines. This allows lessons to be organised according to the abilities of the students. The content is delivered through guided sessions and open experiments. Lessons range from the basics of electricity to the operation of light wave radar.

Each kit contains all the hardware and software required for four groups of two students. Teachers also receive step-by-step lessons, teacher notes and project-based exercises. Additional resources, such as concepts or interesting facts about the subject area, complement the learning tools. A dedicated online platform supports teachers with nine 90-minute sequenced lessons and two group projects. These projects allow students to apply their newly acquired knowledge in a creative way. They are given a set of requirements for their project, but can decide what they want to build and how they want to structure the process. For example, students can build a string of lights or create a control system for a greenhouse. Step by step, they build their knowledge and skills in computer science, programming and electronics.

Student kit for home schooling

The Arduino Student Kit is a tailor-made package for students aged 11+ and anyone interested in electronics and programming who wants to learn the basics of current, voltage and digital logic at home. It contains nine step-by-step lessons totalling up to 25 hours of learning time. They cover topics such as safety in the classroom, circuit diagrams, coding concepts and the (electronic) production of sounds, tones and music. For more in-depth and practical application, the kit – like the Starter Kit – also contains all the materials for two hands-on projects: While the first project involves designing, building and programming a climate control system for greenhouses, in the second project the student builds a holiday light circuit.

With this kit, students can teach themselves the basics of electronics, programming and coding with step-by-step instructions. Of course, parents can also help: They don’t need any prior knowledge or experience. In addition, the online platform contains all the content so that teachers can use it for distance learning: The kit includes specific learning advice on the content and tips for distance learning.

Arduino Student Kit: step-by-step guide to learning the basics of current, voltage and digital logic
Arduino Student Kit: step-by-step guide to learning the basics of current, voltage and digital logic

Connecting the world with the Plug & Make kit

Data is the fuel that drives innovation. Today, the Internet of Things has become the central hub for collecting and analysing information. The Internet of Things (IoT) refers to a system of networked devices that can communicate and share information. These can be sensors, cameras, robots or user interfaces.

The Arduino Plug & Make Kit provides an introduction to the IoT for students from middle school onwards – but also for all other technology enthusiasts and inventors. Hardware, software and network connectivity can be used to create smart home systems, wearable devices and more. The proprietary Arduino cloud platform makes it easy to create networked systems. By working with real data, students also develop a more critical way of thinking about its use. Working with the Plug & Make Kit also teaches skills such as recognising patterns and trends, interpreting results and drawing conclusions. These skills are essential for success in many fields, including STEAM subjects such as science and engineering, as well as business.

Together with a step-by-step online guide, the kit makes it easy to quickly get started on exciting IoT projects, each of which can be completed in less than 45 minutes. Tasks range from monitoring temperature and humidity to building a game controller and creating a personal weather station. The kit includes everything you need – no additional tools are required, such as plug-in circuit boards or a soldering iron.

Get your first IoT project up and running in just 45 minutes with the Arduino Plug & Make Kit - from game controller to weather station
Get your first IoT project up and running in just 45 minutes with the Arduino Plug & Make Kit – from game controller to weather station

Expand and add to kits

The kits are flexible. They can be upgraded at any time with additional IoT packages or a science-oriented kit. This kit makes it possible to bring theoretical concepts to life by collecting, recording and interpreting data in real time.

The Arduino Education portfolio also includes the Alvik educational robot. This powerful and versatile robot is specifically designed for introductory programming and STEAM education. It can be used from primary school through to university level.

Whatever the level, students and teachers can use it to enter the world of programming and robotics. Alvik is an interdisciplinary tool that bridges the gap between theoretical education and the practical world of robotics.

Building social skills through electronics projects

The various Arduino Education kits support the development of exciting and varied STEAM lessons. They can be used to develop students’ diverse talents and skills. Unlike the previous STEM curriculum, STEAM focuses more on practical skills. For example, instead of simply learning about the electromagnetic spectrum, students might create a light show based on what they have learned about the properties of visible light.

As students usually work in teams to research, plan and carry out their projects, they also develop their social, emotional and communication skills. These social skills are not only increasingly in demand in the world of work. They are also valuable for students’ personal development. In contrast to traditional teaching models, learning is not measured by tests but by project outcomes.

Students in the classroom - education technology

Introducing project-based learning using Arduino’s learning tools significantly enriches STEAM education and offers numerous benefits:

  • Increased engagement and motivation – students are in control of their projects

  • Preparation for real-world challenges – projects reflect real-world problems and scenarios

  • Critical thinking skills – students need to think analytically, ask questions, make informed decisions and look at problems from different perspectives

  • Teamwork and collaboration – working in groups on projects improves collaboration and communication skills

  • Integrates multiple disciplines – the interdisciplinary approach helps students understand how different areas of knowledge complement each other in a real-world context

  • Creates a more personalised learning experience – students can often choose their own projects based on their interests and strengths. This makes learning more personally relevant and engaging for them

Through hands-on STEAM education with the various Arduino Education Kits, students, enthusiasts and hobbyists can easily immerse themselves in the exciting world of programming and electronics. The kits also provide a fun way to explore maths, physics and computer science. They use real-life challenges. As a result, they develop important skills such as communication, complex problem solving, analytical thinking and creativity.

Images: Adobe Stock, Arduino

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