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Titolo
RoboSTEAM - A Challenge Based Learning Approach for integrating STEAM and develop Computational Thinking
Autor(es)
Soggetto
Robotics
Physical Devices
Computational Thinking
STEAM
Challenge Based Learning
Schools Education
Clasificación UNESCO
1203.17 Informática
Fecha de publicación
2019
Citación
Conde, M. Á., Ferández-Llamas, C., Ribeiro Alves, J. F., Ramos, M. J., Celis Tena, S., Gonçalves, J., .Lima, J., Reimann, D., Jormanainen, I., & García-Peñalvo, F. J. (2019). RoboSTEAM - A Challenge Based Learning Approach for integrating STEAM and develop Computational Thinking. In M. Á. Conde-González, F. J. Rodríguez-Sedano, C. Ferández-Llamas, & F. J. García-Peñalvo (Eds.), TEEM’19 Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality (Leon, Spain, October 16th-18th, 2019) (pp. 24-30). New York, NY, USA: ACM. doi:10.1145/3362789.3362893
Resumen
We live in a digital society that needs new better prepared
professionals for the new challenges and opportunities provided
by the ICT. Students must learn how to deal with all the issues
that emerge in this new context. They hsould caquire
computational thinking skills by integrating STEAM, however
this needs for changes in current learning curricula and also new
learning approaches. RoboSTEAM project deals with this issue by
the application of a Challenge Based Learning approach that uses
Robotics and Physical Devices. One of the problems found during
the project is the complexity of the application of a Challenge
Based Learning approach due to the special needs of each
educational institution. Given this situation the present work
presents provides a flexible definition of challenge and describes
also samples regarding how to use them.
URI
DOI
10.1145/3362789.3362893
Aparece en las colecciones
- GRIAL. Artículos [441]