2020 IEEE Global Engineering Education Conference (EDUCON) 2020
DOI: 10.1109/educon45650.2020.9125231
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Emídio Garcia School Pilot description: A Robosteam Erasmus+ Project Activity based on a Challenge based Learning Approach

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Cited by 3 publications
(7 citation statements)
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“…In this case, the arts component consisted of drawing figures following fixed instructions and leading to specific visual outcomes; an approach incompatible with the development of student creativity. In other cases, drawing and modelling were part of the early stages and processes of developing a robot, a VR game, or an AR environment and ideas for constructing an object were implemented on paper as images, a schema, and/or other forms of visualization (Camargo et al, 2020; Chen & Huang, 2020; Juškevičienė et al, 2021; Oh et al, 2013; Timotheou & Ioannou, 2019; Wang et al, 2018). Kim and Kim (2020) is one of the few examples where STEM was used in the service of the arts and students used a robot to create abstract artwork.…”
Section: Resultsmentioning
confidence: 99%
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“…In this case, the arts component consisted of drawing figures following fixed instructions and leading to specific visual outcomes; an approach incompatible with the development of student creativity. In other cases, drawing and modelling were part of the early stages and processes of developing a robot, a VR game, or an AR environment and ideas for constructing an object were implemented on paper as images, a schema, and/or other forms of visualization (Camargo et al, 2020; Chen & Huang, 2020; Juškevičienė et al, 2021; Oh et al, 2013; Timotheou & Ioannou, 2019; Wang et al, 2018). Kim and Kim (2020) is one of the few examples where STEM was used in the service of the arts and students used a robot to create abstract artwork.…”
Section: Resultsmentioning
confidence: 99%
“…In addition to providing a highly motivational and practical approach to introduce students to programming and help them develop their computational thinking, engaging in robotics contributes to the acquisition of knowledge and skills related to STEAM subjects. Several of the extracted studies exploited robots in STEAM educational settings, both formal and informal (Barnes et al, 2017(Barnes et al, , 2019Camargo et al, 2020;Chung, 2014;Jeon et al, 2016;Kim et al, 2018Kim et al, , 2019Kim & Kim, 2020;Ngamkajornwiwat et al, 2017;Timotheou & Ioannou, 2019). Programming and robotics emerged as the most frequently integrated technology with the visual and performing arts.…”
Section: Programming and Roboticsmentioning
confidence: 99%
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“…It fosters creativity in people (Metin, 2020). It promotes work-life balance and Utilizes kid-friendly educational tools (Camargo et al, 2020;Faikhamta, 2018;Chauca et al, 2021).…”
Section: Literature Reviewmentioning
confidence: 99%