Використання STEAM-технологій у навчанні інформатики учнів базової школи в Польщі
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2025
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У статті схарактеризовано особливості використання STEAMтехнологій у навчанні інформатики учнів базової школи в Польщі. Розкрито потенціал міждисциплінарного STEAM-підходу як засобу формування ключових компетентностей, розвитку дослідницького, інженерного та креативного мислення школярів. Узагальнено польський досвід реалізації проєктноорієнтованого навчання з використанням цифрових інструментів, робототехніки та 3D-моделювання. Показано значення інституційної підтримки, підготовки педагогів і створення мережі інноваційних шкіл для ефективного впровадження STEAM-освіти. Обґрунтовано доцільність адаптації польських освітніх практик до умов української школи. Визначено перспективи використання STEAM-кейсів у контексті реалізації ідей Нової української школи та модернізації навчання інформатики.
Implementation of STEAM technologies in teaching computer science to basic school students in Poland. The article examines the implementation of STEAM technologies in teaching computer science to basic school students in Poland, with a particular focus on interdisciplinary, project-based educational practices. In the context of rapid digital transformation and the growing demand for 21st-century competences, STEAM education is considered to be an effective approach to integrating science, technology, engineering, arts, and mathematics within school curricula. The study aims to analyze Polish best educational practices in STEAM implementation. The research is based on qualitative analysis of selected STEAM case studies implemented in Polish secondary schools. These cases demonstrate how computer science is integrated with physics, biology, mathematics, arts, and technology through hands-on activities, experimental learning, robotics, 3D modeling, and digital design. The article highlights educational scenarios focused on real-life problems, such as environmental awareness, health and well-being, sound pollution, aesthetic perception, and basic engineering design. Particular attention is paid to student-centered learning, collaborative work, and the use of digital tools that enhance creativity and problemsolving skills. The findings indicate that the effectiveness of STEAM education in Poland is ensured by systemic institutional support, well-structured national and regional initiatives, comprehensive teacher training, and access to modern technological equipment. STEAM projects encourage active student engagement, foster interdisciplinary thinking, and support the development of research, engineering, and digital competences. Moreover, the integration of arts into STEM subjects contributes to a deeper conceptual understanding and increases students’ motivation to learn. The article argues that the Polish experience of STEAM education offers significant potential for the modernization of computer science education in Ukraine. The adaptation of interdisciplinary STEAM cases, the expansion of project-based learning formats, and the strengthening of collaboration among teachers of different subjects are identified as key directions for educational development. The study concludes that the implementation of STEAM technologies can support the goals of the New Ukrainian School reform by enhancing educational quality, promoting innovation, and preparing students for future professional challenges in a digital society.
Implementation of STEAM technologies in teaching computer science to basic school students in Poland. The article examines the implementation of STEAM technologies in teaching computer science to basic school students in Poland, with a particular focus on interdisciplinary, project-based educational practices. In the context of rapid digital transformation and the growing demand for 21st-century competences, STEAM education is considered to be an effective approach to integrating science, technology, engineering, arts, and mathematics within school curricula. The study aims to analyze Polish best educational practices in STEAM implementation. The research is based on qualitative analysis of selected STEAM case studies implemented in Polish secondary schools. These cases demonstrate how computer science is integrated with physics, biology, mathematics, arts, and technology through hands-on activities, experimental learning, robotics, 3D modeling, and digital design. The article highlights educational scenarios focused on real-life problems, such as environmental awareness, health and well-being, sound pollution, aesthetic perception, and basic engineering design. Particular attention is paid to student-centered learning, collaborative work, and the use of digital tools that enhance creativity and problemsolving skills. The findings indicate that the effectiveness of STEAM education in Poland is ensured by systemic institutional support, well-structured national and regional initiatives, comprehensive teacher training, and access to modern technological equipment. STEAM projects encourage active student engagement, foster interdisciplinary thinking, and support the development of research, engineering, and digital competences. Moreover, the integration of arts into STEM subjects contributes to a deeper conceptual understanding and increases students’ motivation to learn. The article argues that the Polish experience of STEAM education offers significant potential for the modernization of computer science education in Ukraine. The adaptation of interdisciplinary STEAM cases, the expansion of project-based learning formats, and the strengthening of collaboration among teachers of different subjects are identified as key directions for educational development. The study concludes that the implementation of STEAM technologies can support the goals of the New Ukrainian School reform by enhancing educational quality, promoting innovation, and preparing students for future professional challenges in a digital society.
Опис
Ключові слова
STEM-освіта, STEAM-технології, загальна середня освіта, інформатика, учні базової школи, Польща, STEM education, STEAM technologies, general secondary education, computer science, basic school students, Poland
Бібліографічний опис
Бойченко М. Використання STEAM-технологій у навчанні інформатики учнів базової школи в Польщі [Текст] / М. Бойченко, А. Вертель // Педагогічні науки: теорія, історія, інноваційні технології : науковий журнал / МОН України, Сумський державний педагогічний ун-т ім. А. С. Макаренка ; [редкол.: А. А. Сбруєва, М. А. Бойченко, О. А. Біда та ін.]. – Суми : СумДПУ ім. А. С. Макаренка, 2025. – № 6 (146). – С. 03–13. – DOI: 10.24139/2312-5993/2025.06/003-013