ROBOSTEAM – Integrating steam and computational thinking development by using robotics and physical devices

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ROBOSTEAM Erasmus+ project (Ref. 2018-1-ES01-KA201-050939)

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    Exchanging Challenge Based Learning Experiences in the Context of RoboSTEAM Erasmus+ Project
    (Springer, 2020-07-19) Conde, M. Á.; Rodríguez-Sedano, F. J.; Fernández-Llamas, C.; Jesus, M.; Ramos, M. J.; Celis-Tena, S.; Gonçalves, J.; Jormanainen, I.; García-Peñalvo, F. J.
    In the context of the digital society, educational systems should prepare the students to succeed in a really volatile environment. In order to do so they require to acquire some specific competences that use to be related to STEAM Education. However, integrating STEAM is hard and requires of new methodologies and tools. RoboSTEAM is an Erasmus+ project that aims to facilitate this by using Challenge Based Learning and applying Physical Devices and Robotics. In order to know if what RoboSTEAM proposes work properly it must be tested in different contexts with different educational systems. The results of these tests should be compared, which requires of a common knowledge background. In order to achieve it RoboSTEAM proposes students and teachers exchanges between similar and different sociocultural environments, so they can learn how other people work in the project challenges and if what they do can be addressed by them in a similar way. The present work describes these exchanges, how they were planned and carried out and the main results obtained. From the exchanges carried out until now it is possible to say that they facilitate sharing knowledge that later can lead to better results in the project challenges and that they are enriching experiences both for students and for teachers.
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    RoboSTEAM Project Systematic Mapping: Challenge Based Learning and Robotics
    (IEEE, 2020-04-27) Conde, M. Á.; Rodríguez Sedano, F. J.; Fernández-Llamas, C.; Gonçalves, J.; Lima, J.; García-Peñalvo, F. J.
    STEAM Education is nowadays a key element for our current digital society. Integrating STEAM and developing competences such as Computational Thinking is highly demanded by the industry and higher education institutions. In order to do so new methodological approaches are required. RoboSTEAM project is an Erasmus+ project defined to address these topics by using of physical devices and robotics employing Challenge Based Learning methodology. One of the first steps in the project development is the definition of current landscape in the research field. Which means to carry out a literature mapping that considers previous applications of Challenge Based Learning in STEAM education and use of robots and physical devices to do so. This paper shows the mapping review process and the main results obtained. The mapping analyze 242 candidate works from the most relevant bibliographic sources and selected 54. Form them it was possible to see that there are not many initiatives on STEM Education related to Challenge base learning and the most of them are specially focused on the application of specific tools and in the development of concrete competences.
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    RoboSTEAM - A Challenge Based Learning Approach for integrating STEAM and develop Computational Thinking
    (ACM, 2019-10-16) Conde-González, M. Á.; Fernández-Lllamas, C.; Alves, J.; Ramos, M. J.; Celis-Tena, S.; Gonçalves, J.; Lima, J.; Reimann, D.; Jormanainen, I.; García-Peñalvo, F. J.
    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 should acquire 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.
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    Educational Robotics Summer Camp at IPB: A Challenge based learning case study
    (ACM, 2019-10-16) Gonçalves, J.; Lima, J.; Brito, T.; Brancalião, L.; Camargo, C.; Oliveira, V.; Conde-González, M. Á.
    Robotics in education has special relevance in current digital society where students should know how to deal with technology. In this paper, it is presented an educational experiment in the mobile robotics domain. The referred experiment was part of a summer camp, which took place at the Polytechnic Institute of Bragança Portugal, being its technological aspects related with mobile robotics. Other than the technological aspects, the students participated in many different cultural and social activities, having the opportunity to know the city of Bragança and also to know different persons, mainly students, professors, researchers and laboratory technicians. The applied approach in the summer camp was a challenge based learning methodology, being involved in the experiment 3 professors, 4 monitors, working with a group of 16 secondary school students. The described experiment was planned as an activity of the RoboSTEAM - Integrating STEAM and Computational Thinking development by using robotics and physical devices ERASMUS+ Project.
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    Educational Robotics Summer Camp at IPB: Internal RoboSTEAM Erasmus+ Report
    (RoboSTEAM Consortium, 2019-10-01) Gonçalves, J.
    Presentation of the internal report about the Educational Robotics Summer Camp at Polytechnic Institute of Bragança (Portugal) celebrated in July 2019. This report was presented to the RoboSTEAM consortium at the 2nd face-to-face RoboSTEAM project meeting held in Karlsruhe (Germany) on September 30th to October 1st 2019. RoboSTEAM is an Erasmus+ Project (Ref. 2018-1-ES01-KA201-050939)