Creativity and contextualization activities in educational robotics to improve engineering and computational thinking

Albert Valls, Jordi Albó-Canals, Xavier Canaleta

Research output: Book chapterConference contributionpeer-review

17 Citations (Scopus)

Abstract

One of the objectives of the introduction of educational robotics in the schools is the need to adapt the curriculum of the technology to the today’s requirements of the students and the development of the skills, competencies and disciplines involved of STEAM. In this paper cover related aspects of the computational thinking, the engineering thinking required to develop the context-oriented activities through technological platforms based on educational robotics. The contextualization of the activities worked with Scratch and LEGO Mindstorms are the basis of two study groups. Different methodologies of learning of the technological platforms are used in these groups. The methodology developed during several sessions of the academic course is the main argument to introduce the Educational Robotics and the development of the STEAM in a traditional school of Barcelona.

Original languageEnglish
Title of host publicationRobotics in Education - Latest Results and Developments
EditorsRichard Balogh, Wilfried Lepuschitz, Munir Merdan, Gottfried Koppensteiner, David Obdrzalek
PublisherSpringer Verlag
Pages100-112
Number of pages13
ISBN (Print)9783319628745
DOIs
Publication statusPublished - 2018
Event8th International Conference on Robotics in Education, RiE 2017 - Sofia, Bulgaria
Duration: 26 Apr 201728 Apr 2017

Publication series

NameAdvances in Intelligent Systems and Computing
Volume630
ISSN (Print)2194-5357

Conference

Conference8th International Conference on Robotics in Education, RiE 2017
Country/TerritoryBulgaria
CitySofia
Period26/04/1728/04/17

Keywords

  • Computational thinking
  • Creativity
  • Educational robotics
  • Engineering thinking
  • Learning process
  • STEAM

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