Please use this identifier to cite or link to this item: http://repositorio.grial.eu/handle/grial/1752
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dc.contributor.authorConde-González, M. Á.-
dc.contributor.authorFernández-Lllamas, C.-
dc.contributor.authorAlves, J.-
dc.contributor.authorRamos, M. J.-
dc.contributor.authorCelis-Tena, S.-
dc.contributor.authorGonçalves, J.-
dc.contributor.authorLima, J.-
dc.contributor.authorReimann, D.-
dc.contributor.authorJormanainen, I.-
dc.contributor.authorGarcía-Peñalvo, F. J.-
dc.date.accessioned2019-10-29T19:32:04Z-
dc.date.available2019-10-29T19:32:04Z-
dc.date.issued2019-10-16-
dc.identifier.citationConde, 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:10.1145/3362789.3362893en
dc.identifier.isbn978-1-4503-7191-9-
dc.identifier.other10.1145/3362789.3362893-
dc.identifier.urihttp://repositorio.grial.eu/handle/grial/1752-
dc.description.abstractWe 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.en
dc.language.isoenen
dc.publisherACMen
dc.subjectRoboticsen
dc.subjectPhysical Devicesen
dc.subjectComputational Thinkingen
dc.subjectSTEAMen
dc.subjectChallenge Based Learningen
dc.subjectSchools Educationen
dc.titleRoboSTEAM - A Challenge Based Learning Approach for integrating STEAM and develop Computational Thinkingen
dc.typeArticleen
Appears in Collections:RoboSTEAM publications

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