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.
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Acknowledgment
Special acknowledgment to La Salle Bonanova School, to believe in the need to include Educational Robotics as an important aspect of students’ education.
La Salle-Ramon Llull University, to promote the use of Educational Robotics in school environments.
Colleagues, to the help received during the study and make this paper possible.
And finally, the most significant actor in this study, the students of La Salle Bonanova School. With enthusiasm and patient, they have enabled this project.
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Valls, A., Albó-Canals, J., Canaleta, X. (2018). Creativity and Contextualization Activities in Educational Robotics to Improve Engineering and Computational Thinking. In: Lepuschitz, W., Merdan, M., Koppensteiner, G., Balogh, R., Obdržálek, D. (eds) Robotics in Education. RiE 2017. Advances in Intelligent Systems and Computing, vol 630. Springer, Cham. https://doi.org/10.1007/978-3-319-62875-2_9
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DOI: https://doi.org/10.1007/978-3-319-62875-2_9
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