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dc.contributor.authorConde, Miguel Á.
dc.contributor.authorRodríguez‐Sedano, Francisco J.
dc.contributor.authorFernández‐Llamas, Camino
dc.contributor.authorGonçalves,
dc.contributor.authorLima, José
dc.contributor.authorGarcía Peñalvo, Francisco J. 
dc.date.accessioned2025-04-30T09:57:53Z
dc.date.available2025-04-30T09:57:53Z
dc.date.issued2021
dc.identifier.citationConde, M. Á., Rodríguez‐Sedano, F. J., Fernández‐Llamas, C., Gonçalves, J., Lima, J., & García‐Peñalvo, F. J. (2021). Fostering STEAM through Challenge‐Based Learning, Robotics, and Physical Devices: A systematic mapping literature review Applications in Engineering Education, 29(1), 46-65. https://doi.org/10.1002/cae.22354es_ES
dc.identifier.issn1061-3773
dc.identifier.urihttp://hdl.handle.net/10366/164891
dc.description.abstract[EN] BACKGROUND. Nowadays companies are demanding better prepared professionals to succeed in the Digital Society, and the acquisition of STEAM-related competencies is a key issue. One of the main problems in this sense is how to integrate STEAM in current educational curricula. This is not something related to a subject or educational trend but rather to new methodological approaches that can engage students. In this sense such active methodologies that apply mechatronics and robotics could be an interesting path to pursue. OBJECTIVE. Given this context, the first necessary task in evaluating the potential of this approach is to understand the landscape of the application of robotics and mechatronics in STEAM Education and how active methodologies are applied on this sense. METHODS. In order to carry out this analysis in a systematic and replicable way it is necessary to follow a methodology. In this case the researchers employ a systematic mapping review. This paper presents this process and its main findings. 54 works have been selected out of 242 total works analyzed. RESULTS AND CONCLUSIONS. From these, beyond obtaining a clear vision of the STEAM landscape regarding project topics, we can also conclude that robotics and physical devices have been applied successfully with collaborative methodologies in STEAM Education. Regarding conclusions, this research shows that robotics and mechatronics applied with active methodologies is to be a good way to engage students in STEAM disciplines and thus the acquisition of what is commonly known as “21st century skills”.es_ES
dc.format.mimetypeapplication/pdf
dc.language.isoenges_ES
dc.publisherWileyes_ES
dc.rightsAtribución-NoComercial-CompartirIgual 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/*
dc.subjectSTEMen_EN
dc.subjectSTEAMen_EN
dc.subjectChallenge-Based Learningen_EN
dc.subjectProject-Based Learningen_EN
dc.subjectProblem-Based Learningen_EN
dc.subjectMechatronicsen_EN
dc.subjectRoboticsen_EN
dc.subjectPhysical Devicesen_EN
dc.titleFostering STEAM through Challenge‐Based Learning, Robotics, and Physical Devices: A systematic mapping literature reviewen_EN
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.relation.publishversionhttps://doi.org/10.1002/cae.22354es_ES
dc.identifier.doi10.1002/cae.22354
dc.relation.projectID2018-1-ES01-KA201-050939es_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.identifier.essn1099-0542
dc.journal.titleComputer Applications in Engineering Educationes_ES
dc.volume.number29es_ES
dc.issue.number1es_ES
dc.page.initial46es_ES
dc.page.final65es_ES
dc.type.hasVersioninfo:eu-repo/semantics/acceptedVersiones_ES


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