Virtual Education In Robotics: Implementation Of Steam, Scratch, And Arduino For Computational Thinking In High School

Authors

  • Yerly Cristancho Portillo Universidad Popular del Cesar
  • Dagoberto Lozano Rivera Universidad Popular del Cesar
  • César Augusto Ramos Pineda Universidad Popular del Cesar
  • Héctor Camilo Alvernia Verjel Universidad Popular del Cesar

DOI:

https://doi.org/10.61799/2216-0388.1718

Keywords:

Virtual course - ICT tools - STEAM model - Computational thinking - Educational robotics

Abstract

Educational systems and institutions are incorporating new paradigms to innovate. This study aims to demonstrate how integrating computational thinking skills, the STEAM model, and ICT tools into the electronics subject, through a virtual robotics course, improves learning and develops computational thinking skills. The methodology included the use of Instructional Design (ID) for course construction and a mixed-methods approach for validation, utilizing interviews and Moodle platform records. The sample consisted of 45 ninth-grade students from Laureano Gómez Castro Educational Institution in Aguachica, Cesar. The findings indicate that the intervention with Scratch and Arduino significantly improved the learning of specific content and computational thinking skills. It is concluded that innovative educational practices and the choice of appropriate strategies can maintain student motivation and be applicable in various areas.

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References

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Published

2024-09-01

Issue

Section

Articulos

How to Cite

Portillo, Y. C., Lozano Rivera, D., Ramos Pineda, C. A., & Alvernia Verjel, H. C. (2024). Virtual Education In Robotics: Implementation Of Steam, Scratch, And Arduino For Computational Thinking In High School. Mundo FESC Journal, 14(30). https://doi.org/10.61799/2216-0388.1718

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