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RoboSTEAM Project: Integrating STEAM and Computational Thinking Development by Using Robotics and Physical Devices

RoboSTEAM Project: Integrating STEAM and Computational Thinking Development by Using Robotics and Physical Devices
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Author(s): Miguel Á. Conde (Universidad de León, Spain), Francisco J. Rodríguez-Sedano (Universidad de León, Spain), Camino Fernández-Llamas (University of León, Spain), Maria João Carvalho Ramos (Agrupamento de Escolas Emídio García, Portugal), Manuel Domingos Jesus (Colégio Internato dos Carvalhos, Portugal), Susana Celis (IES Eras de Renueva, Spain), Jose Gonçalves (Polytechnic Institute of Bragança, Portugal), Jose Lima (Instituto Politécnico de Bragança, Portugal), Daniela Reimann (Karlsruhe Institute of Technology, Germany), Ilkka Jormanainen (University of Eastern Finland, Finland), Juha Paavilainen (University of Eastern Finland, Finland)and Francisco J. García-Peñalvo (Universidad de Salamanca, Spain)
Copyright: 2021
Pages: 18
Source title: Information Technology Trends for a Global and Interdisciplinary Research Community
Source Author(s)/Editor(s): Francisco J. García-Peñalvo (University of Salamanca, Spain)
DOI: 10.4018/978-1-7998-4156-2.ch008

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Abstract

Digital society demands professionals prepared for the current landscape. It is necessary to teach current students how to employ and solve problems related to this constantly changing context. This requires new learning approaches that facilitate developing computational thinking skills by learning programming and applying STEAM disciplines. However, integrating STEAM and developing such skills is not easy in current educational programs. RoboSTEAM project is an Erasmus KA2 project that propose the application of challenge-based learning methodologies combined with the use of robots and physical devices in order help learners to develop computational thinking in pre-university education environments. This chapter describes the project proposal, partners involved, activities, and outcomes and initial results obtained.

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