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RoboSTEAM Project

Miguel Á. Conde, Francisco J. Rodríguez‐Sedano, Camino Fernández, Maria Ramos, Manuel Jesus, Susana Celis, José Gonçalves, José Lima, Daniela Reimann, Ilkka Jormanainen, Juha Paavilainen, Francisco José García‐Peñalvo

Year
2021
Citations
5

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.

Keywords

Erasmus+Project-based learningComputer scienceComputational thinkingContext (archaeology)Engineering managementMathematics educationEngineering ethicsEngineeringArtificial intelligence

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