STEAM como enfoque para la descripción de los componentes y materiales utilizados en la construcción del hardware educativo JAAC 2.0
The STEAM approach, which integrates science, technology, engineering, arts, and mathematics, focuses on problem-solving from various scenarios with the aim of contributing to the fourth Sustainable Development Goal (SDG), using interdisciplinary methods that place the student at the center of the l...
Gorde:
| Egile nagusia: | |
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| Formatua: | bachelorThesis |
| Hizkuntza: | spa |
| Argitaratua: |
2024
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| Gaiak: | |
| Sarrera elektronikoa: | https://dspace.unl.edu.ec/jspui/handle/123456789/30313 |
| Etiketak: |
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| Gaia: | The STEAM approach, which integrates science, technology, engineering, arts, and mathematics, focuses on problem-solving from various scenarios with the aim of contributing to the fourth Sustainable Development Goal (SDG), using interdisciplinary methods that place the student at the center of the learning process. The research is exploratory-descriptive in nature with a quantitative approach, utilizing observation techniques and observation journals. In this context, the JAAC 2.0 Educational Hardware is created through the use of educational robotics, facilitating students' acquisition of knowledge through creative practice. This tool was developed within the framework of the Pedagogy of Experimental Sciences-Computer Science program. Its explanation is based on the STEAM approach, which provides a suitable structure to describe the creation process of this educational hardware, following a learning path that can be replicated in classrooms. It is based on Project-Based Learning, which is divided into four phases: challenge, research, creation, and communication, providing an organizational framework that not only fosters problem-solving but also encourages the practical application of knowledge, emphasizing the interdisciplinary nature of STEAM. This process not only provides the necessary information to characterize the materials and components used in the Educational Hardware but also provides a clearer and deeper understanding of the structure and functioning of each of them. Furthermore, it allows for the analysis and description of not only the construction process of the JAAC 2.0 but also the identification of the arrangement of components used in each of the activities. Keywords: STEAM, interdisciplinarity, educational hardware, educational robotics, learning path. |
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