Experiencias de enseñanza-aprendizaje: la educación STEAM orquestada por el Modelo Gradual Multidisciplinario en estudiantes de primaria
DOI:
https://doi.org/10.5944/pim.6.2023.38304Keywords:
process model, gamification, educational robotics, educational planning, educational technology, 21 st century skills, divergent thinkingAbstract
STEAM education has become a necessity due to the demand for knowledge and skills in Science, Technology, Engineering, Arts and Mathematics; however, its implementation presents challenges in terms of resources, training, forms of assessment, methods, and strategies. The purpose of this research is to create the entire didactic sequence of a STEAM activity using the Graded Multidisciplinary Model (GMM) to analyze and evaluate the impact of its implementation in elementary students. Through the GMM, the topic of fundamental laws of Boolean algebra is proposed to identify related STEAM areas, including the selection of existing technology to support the activity. In addition, a case study was conducted with a sample of 132 students from different grades. The data suggest that the GMM is capable of effectively orchestrating STEAM education activities in large groups (80 students) and introducing abstract concepts from concrete situations that foster the development of knowledge in critical areas, such as critical thinking and decision making, as these are fundamental characteristics in the formation of elementary level students. The successful implementation of STEAM education requires careful planning, which is provided by the MGM, because it is built with techno-pedagogical processes of analysis, design, and implementation.
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Copyright (c) 2023 Miguel Delgado Pineda, Magally Martínez Reyes

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