2023
DOI: 10.4018/978-1-6684-8639-9.ch010
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A Theoretical-Practical Case Study on the Graded Multidisciplinary Model

Abstract: A model of educational processes called multidisciplinary gradual is presented, whose objective is to guide the teacher in the teaching-learning of STEAM educational activities using as a use case the topic of basic logic gates, which associates mathematical, algebraic, electronic, and logical knowledge, presenting the theory and strengthening it in practice. The topic of logic gates is not directly related to the middle-higher level educational plan; however, it is possible to apply and deepen it by relating … Show more

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Cited by 1 publication
(5 citation statements)
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“…For this reason, this research was carried out in two parts. First, the construction of the activity, which consists in following the triple process of the GMM that starts with a hypothetical learning path (imaginary design or plan that describes the progress and learning process that the individual could follow in a certain subject or area of knowledge [1,6]), analyzes and adapts the available technological infrastructure (the Minecraft Education software and an IntelNUC) and concentrates the information in an educational planning (it consists in designing and structuring the curricula, contents, methodologies, resources and evaluations to achieve the educational objectives effectively). And second, the evaluation stage, which involves collecting data from secondary school students by observing the learning process and the students' performance while they participate in the activity.…”
Section: Materials and Methodologymentioning
confidence: 99%
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“…For this reason, this research was carried out in two parts. First, the construction of the activity, which consists in following the triple process of the GMM that starts with a hypothetical learning path (imaginary design or plan that describes the progress and learning process that the individual could follow in a certain subject or area of knowledge [1,6]), analyzes and adapts the available technological infrastructure (the Minecraft Education software and an IntelNUC) and concentrates the information in an educational planning (it consists in designing and structuring the curricula, contents, methodologies, resources and evaluations to achieve the educational objectives effectively). And second, the evaluation stage, which involves collecting data from secondary school students by observing the learning process and the students' performance while they participate in the activity.…”
Section: Materials and Methodologymentioning
confidence: 99%
“…First of all, an adaptation of the hypothetical learning trajectories proposed in [1,6] has been carried out, since in these has already been carried out a disciplinary analysis on the subject applied to high school students, it only remains to adapt the presentation for secondary school students, remaining as follows: 1) Science, logical propositions are introduced through philosophical and logical approaches; 2) Technology, a map created in Minecraft Education helps in the exploration and construction of structures with similar function to the main firebrand; 3) Engineering, works intermediateadvanced topics through truth tables, algorithms and real applications; 4) Art, a way to develop creative skills is with the topic of schematic diagrams, allowing students to apply decision-making in the design of electronic circuits; 5) Mathematics, starting with concepts of addition and multiplication and moving to their representation in the context of Boolean algebra. The distribution of content is shown in figure 1, with the main theme at the center and branched into different disciplines to facilitate the implementation of STEAM activities.…”
Section: Steam Activity Design and Constructionmentioning
confidence: 99%
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