RoboSTEAM - A Challenge Based Learning Approach for integrating STEAM and develop Computational Thinking

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...

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Detalles Bibliográficos
Autores: Conde González, Miguel Ángel, García-Peñalvo, Francisco J., Fernández-Llamas, Camino, Alves, Jonny, Ramos, María-João, Celis-Tena, Susana, Gonçalves, José, Lima, José, Reimann, Daniela, Jormanainen, I.
Tipo de recurso: artículo
Estado:Versión aceptada para publicación
Fecha de publicación:2019
País:España
Institución:Universidad de Salamanca (USAL)
Repositorio:GREDOS. Repositorio Institucional de la Universidad de Salamanca
OAI Identifier:oai:gredos.usal.es:10366/140538
Acceso en línea:http://hdl.handle.net/10366/140538
Access Level:acceso abierto
Palabra clave:Robotics
Physical Devices
Computational Thinking
STEAM
Challenge Based Learning
Schools Education
1203.17 Informática
Descripción
Sumario: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.