Fostering STEAM through challenge‐based learning, robotics, and physical devices: a systematic mapping literature review

Nowadays, companies are demanding better-prepared professionals to succeed in a digital society, and the acquisition of Science, Technology, Engineering, Arts, and Mathematics (STEAM)-related competencies is a key issue. One of the main problems in this sense is how to integrate STEAM into the curre...

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Detalhes bibliográficos
Autor principal: Conde, Miguel Ángel (author)
Outros Autores: Rodríguez-Sedano, Francisco Jesús (author), Fernández‐Llamas, Camino (author), Gonçalves, José (author), Lima, José (author), García-Peñalvo, Francisco José (author)
Formato: article
Idioma:eng
Publicado em: 2021
Assuntos:
Texto completo:http://hdl.handle.net/10198/24400
País:Portugal
Oai:oai:bibliotecadigital.ipb.pt:10198/24400
Descrição
Resumo:Nowadays, companies are demanding better-prepared professionals to succeed in a digital society, and the acquisition of Science, Technology, Engineering, Arts, and Mathematics (STEAM)-related competencies is a key issue. One of the main problems in this sense is how to integrate STEAM into the current educational curricula. This is not something related to a subject or educational trend but rather to new methodological approaches that can engage students. In this sense, such active methodologies that apply mechatronics and robotics could be an interesting path to pursue. Given this context, the first necessary task in evaluating the potential of this approach is to understand the landscape of the application of robotics and mechatronics in STEAM Education and how active methodologies are applied in this sense. To carry out this analysis in a systematic and replicable manner, it is necessary to follow a methodology. In this case, the researchers employ a systematic mapping review. This paper presents this process and its main findings. Fifty-four studies have been selected out of 242 total studies analyzed. From these, beyond obtaining a clear vision of the STEAM landscape regarding project topics, we can also conclude that robotics and physical devices have been applied successfully with collaborative methodologies in STEAM Education. Regarding conclusions, this paper shows that robotics and mechatronics applied with active methodologies is to be a good means to engage students in STEAM disciplines and thus aid the acquisition of what is commonly known as “21st-century skills.