2015
DOI: 10.1007/978-3-319-24589-8_10
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Design-Based Learning in Classrooms Using Playful Digital Toolkits

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Cited by 13 publications
(13 citation statements)
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“…Benefits related to the acquisition of specific competencies: As this study explores STEAM Education, it is normal to find studies related to the competencies commonly associated with STEAM Education, such as computational thinking, problem‐solving, critical thinking, programming, computing and design skills, interdisciplinary skills, computers science autonomy, autonomous learning, negotiating skills, and social abilities. Some examples of this type of papers are References [14,16,20,22,30,31,42,57,58,63,64,66,70,84,92,96,97,102]…”
Section: Research Outcomes and Discussionmentioning
confidence: 99%
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“…Benefits related to the acquisition of specific competencies: As this study explores STEAM Education, it is normal to find studies related to the competencies commonly associated with STEAM Education, such as computational thinking, problem‐solving, critical thinking, programming, computing and design skills, interdisciplinary skills, computers science autonomy, autonomous learning, negotiating skills, and social abilities. Some examples of this type of papers are References [14,16,20,22,30,31,42,57,58,63,64,66,70,84,92,96,97,102]…”
Section: Research Outcomes and Discussionmentioning
confidence: 99%
“…• Benefits related to the acquisition of specific competencies: As this study explores STEAM Education, it is normal to find studies related to the competencies commonly associated with STEAM Education, such as computational thinking, problem-solving, critical thinking, programming, computing and design skills, interdisciplinary skills, computers science autonomy, autonomous learning, negotiating skills, and social abilities. Some examples of this type of papers are References [14,16,20,22,30,31,42,57,58,63,64,66,70,84,92,96,97,102] • Benefits related to access to new contexts: One of the most relevant benefits of the changes in technology and methodology in STEAM Education is the possibility of carrying out activities in contexts, which previously were really complex. As commented above, the reduction in the price of robotics and physical devices has facilitated the application of such technology in preuniversity education, with different advantages related to an early acquisition of STEAM-related competencies [2,50], examples of papers that describe this as one of the main goals are References [12,42,58,79,81,103].…”
Section: F I G U R E 5 Distribution Of Authors By Country Of Originmentioning
confidence: 99%
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“…VMK let student reason easily. Once again, dynamic objects are very helpful for students in creating problem-solving ideas (Greefrath & Siller, 2018;Guven & Kosa, 2008;Scheltenaar et al, 2015).…”
Section: Discussionmentioning
confidence: 99%
“…It should be noted that some of the studied works can apply both robotics and physical devices. [27,34,38,39,46,56,58] and Arduino [51,52,55,57,65,66].…”
Section: Mq3 -Classify the Applications By Physical Device (Robots And Type Of Robots And Physical Devices)mentioning
confidence: 99%