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Permanent URI for this collectionhttps://repositorio.grial.eu/handle/123456789/34
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Item A systematic mapping about simulators and remote laboratories using hardware in the loop and robotic: Developing STEM/STEAM skills in pre-university education(IEEE, 2021-09-23) Mena Mamani, N.; García-Peñalvo, F. J.; Conde, M. Á.; Gonçalves, J.In recent years and after the strong impact of the last global health emergency (COVID-19) information and communication technologies have had a great impact on society but particular in the teaching-learning process. Education has been impacted at all its levels. Therefore, education models have been to be adapted to this new challenging paradigm by using different tools such as videoconferences, simulations, on-line interactive applications, virtual and remote laboratories, robots, etc. The objective of this work is to elaborate a systematic mapping to know what scientific from its beginning to 2020, identifying the most literature exists regarding simulators, remote and virtual laboratories focused on STEM/STEAM skills development in the educational context. To do so, bibliographical data gathered of four of the most popular and complete electronic databases (ACM, IEEE, Scopus and Web of Science). At the begging we selected 1232 articles after applying the acceptance criteria defined as part of the search and select strategy, we had 61 articles that help us to answer some questions like what are the most popular virtual and remote labs? or what are the current trends and issues of these tools? and the future ones?Item Estado del arte en la enseñanza del pensamiento computacional y la programación en la etapa infantil(Ediciones Universidad de Salamanca, 2019-07-26) González-González, C. S.Aprender a programar es la nueva alfabetización del siglo XXI. El pensamiento computacional, estrechamente relacionado con la programación, requiere pensar y resolver problemas con diferentes niveles de abstracción y es independiente de los dispositivos de hardware. En este artículo se analizan las principales iniciativas relacionadas con el pensamiento computacional en las escuelas, el uso de herramientas específicas, tales como los kits de robótica o entornos de programación educativa, y principales estrategias de enseñanza-aprendizaje utilizadas en educación infantil.