Holy contributing to the delinquency of minors! using batman '66 villains to inspire problem-based learning

Timothy Sean Hinchman *

Department of Elementary and Special Education, Georgia Southern University, Georgia, US State.
 
Review
International Journal of Science and Research Archive, 2024, 13(02), 3361-3375
Article DOI: 10.30574/ijsra.2024.13.2.2596
Publication history: 
Received on 13 November 2024; revised on 24 December 2024; accepted on 26 December 2024
 
Abstract: 
Bam! Pow! Kaboom! In this practitioner paper, educators will discover how to craft a captivating STEAM activity using Gotham’s Rogue Gallery from the 1960s Batman TV show. By tapping into the pretentious personalities and psychological neuroses of these fiendish foes, this article will outline how to devise a dastardly deed designed to deceive the dynamic duo. I will present a playful approach where villains (and their henchmen) are the stars in concocting cunning capers utilizing math, science, and engineering, all while sprinkling in their signature artistic flair. This paper explores how a villain’s twisted talents can translate into a skillful STEAM museum heist. From calculating the number of guards needed to secure the priceless Etruscan Snoods to designing elaborate heist gadgets, a framework will be provided to teachers and students to engage in structuring science-packed schemes. But fear not—these bad guys love to leave clues, guiding the Caped Crusaders toward a concluding capture, because as The Penguin says, “What’s the point of committing the perfect crime if nobody knows it was you?”. This paper will showcase how to use Gotham City’s colorful Rogue’s Gallery to inspire problem-solving, critical thinking, and creativity in the classroom, making learning villainous and victorious.
 
Keywords: 
Batman; Problem-Based Learning; Creativity; STEAM Education; Secondary Education
 
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