SciChallenge: A Social Media Aware Platform for Contest-Based STEM Education and Motivation of Young Students

  title={SciChallenge: A Social Media Aware Platform for Contest-Based STEM Education and Motivation of Young Students},
  author={Achilleas P. Achilleos and Christos Mettouris and Alexandros Yeratziotis and George Angelos Papadopoulos and Sabri Pllana and Florian Huber and Bernhard J{\"a}ger and Peter Leitner and Zs{\'o}fia Ocsovszky and Andr{\'a}s Dinny{\'e}s},
  journal={IEEE Transactions on Learning Technologies},
Scientific and technological innovations have become increasingly important as we face the benefits and challenges of both globalization and a knowledge-based economy. Still, enrolment rates in STEM degrees are low in many European countries and consequently there is a lack of adequately educated workforce in industries. We believe that this can be mainly attributed to pedagogical issues, such as the lack of engaging hands-on activities utilized for science and math education in middle and high… 
A Social Media Analytics Framework to Increase Prospective Students’ Interests in STEM and TVET Education
Recently, the promotion of Science, technology, engineering and mathematics (STEM) education has become the highlight due to the shortage in the STEM workforce. Surprisingly, the enrolment rates in
Effects of Online Problem-Solving Instruction and Identification Attitude Toward Instructional Strategies on Students' Creativity
Findings indicate that the new generation requires high levels of support to develop creativity and integrate diverse subjects such as nature, humanities, and technology.
Relationship among the Urban and Rural Students’ Cooperative Attitude, Creative Task Engagements and Competition Value in Participating a STEAM Co-creation Contest
Cooperative learning has been proven to enable learners to have a meaningful learning progression, but research on cooperative learning based on competitive situations is still rare. Therefore, based
e-Learning, e-Education, and Online Training: 6th EAI International Conference, eLEOT 2020, Changsha, China, June 20-21, 2020, Proceedings, Part I
This paper analyzes in detail the framework, operation management, curriculum system and practice platform of international design application-oriented innovative talents cultivation mode, and points out the existing problems, and puts forward countermeasures and solutions.
Student Contests on Negotiation and Mediation: A Tool to Foster Specialists\' Social and Professional Interaction Skills
The article explores student international contests on negotiation and mediation from their participation regarding skills' development to perform better in modern humanitarian contexts. The proposed
Design and Implementation of City-level Smart Mathematics Education Platform Based on Big Data
  • Nan Wang
  • Education, Computer Science
    International Journal of Educational Innovation and Science
  • 2022
The key points of smart education are analyzed and the design principles of smart math education platform are provided, which can provide students with a learning platform with a personalized learning experience and a good smart learning atmosphere, which greatly improves the traditional teaching and learning mode.
IoTutor: How Cognitive Computing Can Be Applied to Internet of Things Education
The evaluation results show a trend that students express an overall positive attitude towards the IoTutor with majority of the aspects rated higher than the neutral value.
Research on Educational Information Platform Based on Cloud Computing
Experimental results show that the educational data compression and educational resource sharing model can effectively reduce the occupancy rate of redundant resources, save network bandwidth, and improve the data safety factor of the platform.
Feasibility Study of using MyoBand for Learning Electronic Keyboard
An autonomous system to evaluate and guide in the learning process by continuously tracking finger movements via a non-camera based solution is proposed to maximize the classification accuracy over the number of trials and optimize the position of electrodes for successful identification of musical note played.


Gender Gap in Science, Technology, Engineering, and Mathematics (STEM): Current Knowledge, Implications for Practice, Policy, and Future Directions
Six explanations for US women’s underrepresentation in math-intensive STEM fields are summarized and evidence-based recommendations for policy and practice to improve STEM diversity are proposed and recommendations for future research directions are proposed.
A study on the use of a metadata schema for characterizing school education STEM lessons plans by STEM teachers
The technical implementation of the proposed metadata schema via a web-based repository, namely the Go-Lab repository, is presented and a study on the real usage of the metadata schema’s elements through the analysis of the lesson plans’ metadata records that have been published to this repository by STEM teachers are studied.
Toward Social Learning Environments
The paper illustrates how social learning technologies can be designed using some existing and emerging technologies: ontologies vs. social tagging, exploratory search, collaborative vs. self-managed social recommendations, trust and reputation mechanisms, mechanism design and social visualization.
Understanding the gender gap: Social cognitive changes during an introductory stem course.
Men experienced a small but significant increase in their perceived support for pursuing a STEM degree, whereas women did not, and social-cognitive-career-theory-relevant variables were measured near the middle and at the end of the 1st semester of a gateway introductory chemistry course.
Gamification for Engaging Computer Science Students in Learning Activities: A Case Study
The results of the evaluation show positive effects on the engagement of students toward the gamified learning activities and a moderate improvement in learning outcomes.
Gamification for Engaging Computer Science Students in Learning Activities: A Case Study
The results of the evaluation show positive effects on the engagement of students toward the gamified learning activities and a moderate improvement in learning outcomes.
Programming experience promotes higher STEM motivation among first-grade girls.
Social Media and the impact on education: Social media and home education
  • M. Chelly, H. Mataillet
  • Education
    2012 International Conference on E-Learning and E-Technologies in Education (ICEEE)
  • 2012
The impact of the social media on education and home schooling or tutoring and the use of these new technologies through social media in educational organizations is described.
An Approach Based on Social Network Analysis Applied to a Collaborative Learning Experience
A systematic review about SNA metrics used for analysing CSCL scenarios is presented and a proposal to trace the behaviour of such metrics during experiences through the inclusion of a temporal dimension is proposed.
Education Indicators in Focus
  • Political Science
  • 2020
How do early childhood education and care (ECEC) policies, systems and quality vary across OECD countries? ECEC services have been expanding as part of labour market policies. However, ECEC policy is