Abstract

Although inquiry-based learning originated in physics and science education, where students are involved in authentic scientific practices, it also occurs in mathematical or technological contexts. This approach to learning mirrors the procedure and thinking that scientists, engineers, and innovators use in the real world. As a result, inquiry-based learning naturally suits to related disciplines such as science, technology, engineering and mathematics or STEM disciplines. In this paper we present examples of STEM related projects designed for students in order to solve real-life problems using digital technologies to support inquiry represented by modelling or experimental approach. Examples of interdisciplinary projects involve motion of sportsmen, sky or scuba divers, or solving other problems using various programming platforms. Students working on interdisciplinary projects effectively use and deepen their knowledge from different subjects and develop skills to use smart technologies and coding. As a result, they move from the role of passive users to active learners and designers.

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