RoboSTEAM - A Challenge Based Learning Approach for integrating STEAM and develop Computational Thinking

RoboSTEAM - A Challenge Based Learning Approach for integrating STEAM and develop Computational Thinking
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RoboSTEAM - 一种基于挑战的学习方法,用于集成 STEAM 和发展计算思维

DOI:
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发表时间:
2019
期刊:
Technological Ecosystem for Enhancing Multiculturality
影响因子:
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通讯作者:
F. García
F. García
中科院分区:
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文献类型:
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作者:
Miguel Ángel Conde González;Camino Fernández;Jonny Alves;María;Susana Celis;José Gonçalves;José Lima;D. Reimann;I. Jormanainen;F. García

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我们生活在一个数字化社会,需要新的更好的准备的专业人员的新的挑战和ICT提供的机会。学生必须学会如何处理在这种新的背景下出现的所有问题。他们应该通过整合STEAM来获得计算思维技能,但这需要改变当前的学习课程和新的学习方法。RoboSTEAM项目通过使用机器人技术和物理设备的基于挑战的学习方法来解决这个问题。项目期间发现的问题之一是,由于每个教育机构的特殊需要,应用基于挑战的学习方法的复杂性。鉴于这种情况下,目前的工作提出了一个灵活的定义的挑战,并介绍了如何使用它们的例子。
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.