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.