2020
DOI: 10.17648/acta.scientiae.6019
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Games as STEAM learning enhancers. Application of traditional Jamaican games in Early Childhood and Primary Intercultural Education

Abstract: Background: Despite its social importance, the learning associated with STEAM thinking (science, technology, engineering, arts, and mathematics) we consider is not fully developed in classrooms. Objectives: This research proposes to promote STEAM skills through game-based learning.. Design: These were used to design an integrated educational proposal, called the Micro Play Project (MPL), following the principles of game-based learning and an intercultural approach focused on Ethnomathematics. Setting and Parti… Show more

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Cited by 7 publications
(5 citation statements)
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“…In consideration of these ideas, it becomes necessary to highlight that, despite their importance in current and future society, the skills associated with scientific thinking are often not developed in the classroom and, therefore, need to be promoted through educational and cultural tools, such as games [10]. To the point of taking it as a reference for an educational research project that has been taking shape for a number of years, and which has, as its precedents, various studies on play, its classifications and potential for working on mathematical and scientific content [11][12][13]. This project comprises four components: anthropological study, analytical study, educational study, and field research (Figure 1).…”
Section: Introduction 1backgroundmentioning
confidence: 99%
“…In consideration of these ideas, it becomes necessary to highlight that, despite their importance in current and future society, the skills associated with scientific thinking are often not developed in the classroom and, therefore, need to be promoted through educational and cultural tools, such as games [10]. To the point of taking it as a reference for an educational research project that has been taking shape for a number of years, and which has, as its precedents, various studies on play, its classifications and potential for working on mathematical and scientific content [11][12][13]. This project comprises four components: anthropological study, analytical study, educational study, and field research (Figure 1).…”
Section: Introduction 1backgroundmentioning
confidence: 99%
“…Both educational approaches are usually associated with meaningful (scaffolded in previous knowledge [42]), active (involving students' actions [43]), and authentic (contextualised in natural settings [44]) learning. In this sense, they are usually conducted through active teaching methodologies such as project/problem/inquiry-based learning and aligned with playful learning [45], such as in free or guided play [46,47], games [48], and gamification [35].…”
Section: Stem/steam Educationmentioning
confidence: 99%
“…Para ejemplificar la integración de varias disciplinas desde una actividad lúdica se puede recordar, por ejemplo, la propuesta de Bagiati y Evangelou (2016) dónde los niños desarrollan conocimientos y habilidades de ingeniería y matemáticas mientras juegan libremente haciendo construcciones con bloque; o cuando los niños se convierten en ingenieros para construir una máquina voladora para ayudar a un dragón en el juego guiado de Stephenson et al (2021). Asimismo, mediante el desarrollo del conocimiento científico-matemático contextualizado a partir de la sensibilidad musical desde el juego tradicional de Jamaica, sugerido por Espigares-Gámez et al (2020). En STEAM, los problemas deben admitir más de una solución posible, requiriendo del alumnado una aproximación iterativa que nos es, por lo tanto, linear y directa.…”
Section: Avanzando Hacia El Networking Steam-lúdico a Partir De La Cr...unclassified