Habilidades de ensino envolvidas no design de Ambientes Literários Imersivos: combinando projetos STEAM e cultura maker
DOI:
https://doi.org/10.5944/ried.26.1.33839Palavras-chave:
STEAM, cultura maker, realidade aumentada, treinamento de professor, competência digital, literatura infantil e juvenilResumo
Esta pesquisa deriva de um projeto de inovação implementado no Mestrado em Educação Infantil da Universidade de Oviedo (Espanha), que combina a metodologia STEAM e a cultura maker, através do design de Ambientes Literários Imersivos (ELI) com Realidade Aumentada (AR). Especificamente, os participantes (N=162) projetaram ambientes físicos, enriquecidos com RA, recriando o universo ficcional de obras de literatura infantil, complementados com um guia didático. Os objetivos deste estudo são: avaliar as competências didáticas, digitais, sociocolaborativas e criativas dos participantes, incorporadas no ELI e determinar a relação entre a competência digital e as demais competências envolvidas. Utiliza-se o instrumento validado COMPASS-AR, composto por 30 indicadores (α=0,977). Os resultados mostram um alto nível de competência didática, sócio-colaborativa e criativa, e embora o domínio das ferramentas tecnológicas seja alto, a competência digital atinge um nível médio-alto devido à integração limitada de recursos de fabricação própria. Existe uma alta correlação entre todas as habilidades envolvidas no design do ELI, especialmente entre o digital e o criativo. Esta estreita relação entre as competências sublinha o carácter inclusivo da proposta para o seu desenvolvimento conjunto e evidencia a necessidade de estimular a criatividade dos futuros professores e o domínio das tecnologias emergentes para desenvolver recursos originais adaptados ao contexto educativo. Concluindo, esses projetos são de grande interesse para a formação didático-tecnológica de professores, ao reunir metodologias inovadoras como STEAM e a cultura maker.
Downloads
Referências
Alves, A., Silva, B., y Silva, M. A. (2021). Análisis del uso de la cultura maker en contextos educativos: una revisión sistemática de la literatura. Educatio Siglo XXI, 39(2), 143-168. https://doi.org/10.6018/educatio.465991
Arruti, A., Paños-Castro, J., y Korres, O. (2020). Análisis de contenido de la competencia digital en distintos marcos legislativos. Aloma, 38(2), 149-156. https://doi.org/10.51698/aloma.2020.38.2.149-156
Beck, D. (2019). Augmented and Virtual Reality in Education: Immersive Learning Research. Journal of Educational Computing Research, 57(7), 1619-1625. https://doi.org/10.1177/0735633119854035
Borodina, T., Sibgatullina, A., y Gizatullina, A. (2019). Developing creative thinking in future teachers as a topical issue of higher education. Journal of Social Studies Education Research, 10(4), 226-245. https://jsser.org/index.php/jsser/article/download/919/415
Carter, C. E., Barnett, H., Burns, K., Cohen, N., Durall, E., Lordick, D., Nack, F., Newman, A., y Ussher, S. (2021). Defining STEAM Approaches for Higher Education. European Journal of STEM Education, 6(1), 1-16. https://doi.org/10.20897/ejsteme/11354
Castrillo, M. D., y Sedano, B. (2021). Joining Forces Toward Social Inclusion: Language MOOC Design for Refugees and Migrants through the Lens of Maker Culture. Calico Journal, 38(1), 79-102. https://doi.org/10.1558/cj.40900
Çebi, A., y Reisoğlu, İ. (2020). Digital competence: A study from the perspective of pre-service teachers in Turkey. Journal of New Approaches in Educational Research, 9(2), 294-308. https://doi.org/10.7821/naer.2020.7.583
Celis, D. A., y González, R. A. (2021). Aporte de la metodología Steam en los procesos curriculares. REDIPE, 10(8), 286-299. https://doi.org/10.36260/rbr.v10i8.1405
Del Moral, M. E., Villalustre, L., y Neira-Piñeiro, M. R. (2021). COMPASS-AR: Assessment of Teaching Competences Acquired With Augmented Didactic Itineraries. En G. Akcayir y C. Demmans Epp (Eds.), Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education (pp. 314-339). IGI Global. https://doi.org/10.4018/978-1-7998-5043-4.ch015
Díaz-Mohedo, M. T., y Vicente, A. (2014). Project based teaching as a didactic strategy for the learning and development of Basic competences in future teachers. Procedia-Social and Behavioral Sciences, 141, 232-236. https://doi.org/10.1016/j.sbspro.2014.05.040
Edwards, M., García, A., Sánchez, M., Quesada, H., y Amara, N. (2015). Disentangling competences: Interrelationships on creativity, innovation and entrepreneurship. Thinking Skills and Creativity, 16, 27-39. https://doi.org/10.1016/j.tsc.2014.11.006
Eriksson, E., Heath, C., Ljungstrand, P., y Parnes, P. (2018). Makerspace in school—Considerations from a large-scale national testbed. International Journal of Child-Computer Interaction, 16, 9-15. https://doi.org/10.1016/j.ijcci.2017.10.001
Forslund, K., y Hammar, E. (2011). Assessment of students' learning when working in groups. Educational Research, 53(3), 331-345. https://doi.org/10.1080/00131881.2011.598661
Freeman, A., Adams Becker, S., Cummins, M., Davis, A., y Hall Giesinger, C. (2017). NMC/CoSN Horizon Report: 2017 K–12 Edition. The New Media Consortium. https://library.educause.edu/~/media/files/library/2017/11/2017hrk12EN.pdf
Gallardo, I. M., San Nicolás, M. B., y Cores, A. (2019). Visiones del profesorado de primaria sobre materiales didácticos digitales. Campus Virtuales, 8(2), 47-62. http://uajournals.com/ojs/index.php/campusvirtuales/article/view/512/346
Godhe, A. L., Lilja, P., y Selwyn, N. (2019). Making sense of making: critical issues in the integration of maker education into schools. Technology, Pedagogy and Education, 28(3), 317-328. https://doi.org/10.1080/1475939X.2019.1610040
Haas, B., Kreis, Y., y Lavicza, Z. (2021). Integrated STEAM Approach in Outdoor Trails with Elementary School Pre-service Teachers. Educational Technology & Society, 24(4), 205-219. https://www.jstor.org/stable/48629256
Hawari, A. D., y Noor, A. I. (2020). Project based learning pedagogical design in STEAM art education. Asian Journal of University Education, 16(3), 102-111. https://doi.org/10.24191/ajue.v16i3.11072
Heidari, E., Mehrvarz, M., Marzooghi, R., y Stoyanov, S. (2021). The role of digital informal learning in the relationship between students' digital competence and academic engagement during the COVID‐19 pandemic. Journal of Computer Assisted Learning, 37(4), 1154-1166. https://doi.org/10.1111/jcal.12553
Hughes, J., Robb, J. A., Hagerman, M. S., Laffier, J., y Cotnam-Kappel, M. (2022). What makes a maker teacher? Examining key characteristics of two maker educators. International Journal of Educational Research Open, 3, 100118. https://doi.org/10.1016/j.ijedro.2021.100118
INTEF (2013). Proyecto Marco Común de Competencia Digital Docente del Plan de Cultura Digital en la Escuela. MECD, INTEF. https://bit.ly/2QqmwAw
Jiménez, D., González, J. J., y Tornel, M. (2020). Metodologías activas en la universidad y su relación con los enfoques de enseñanza. Profesorado, Revista de Currículum y Formación del Profesorado, 24(1), 76-94. https://doi.org/10.30827/profesorado.v24i1.8173
Kaplan, D. E. (2019). Creativity in education: Teaching for creativity development. Psychology, 10(2), 140-147. https://doi.org/10.4236/psych.2019.102012
Krumsvik, R. J. (2014). Teacher educators' digital competence. Scandinavian Journal of Educational Research, 58(3), 269-280. https://doi.org/10.1080/00313831.2012.726273
Marsh, J., Arnseth, H. C., y Kumpulainen, K. (2018). Maker literacies and maker citizenship in the MakEY (Makerspaces in the Early Years) project. Multimodal Technologies and Interaction, 2(3), 1-19. https://doi.org/10.3390/mti2030050
Martins, D. F., Mesquita, N., y Gamboa, M. J. (2021). Aprender y crecer con STEAM: Una experiencia de diseño en el jardín de infancia. Didacticae, 10, 21-36. https://doi.org/10.1344/did.2021.10.21-36
Mohd, A. D., y Modh, A. I. (2020). Project Based Learning Pedagogical Design in STEAM Art Education. Asian Journal of University Education, 16(3), 102-111. https://doi.org/10.24191/ajue.v16i3.11072
Neira-Piñeiro, M. R., Fombella, I., y Del Moral, M. E. (2019). Potencialidad didáctico-creativa de un álbum ilustrado enriquecido con recursos digitales y realidad aumentada. EDMETIC, 8(2), 108-128. https://doi.org/10.21071/edmetic.v8i2.11567
Neira-Piñeiro, M. R., y Del Moral, M. E. (2021). Educación literaria y promoción lectora apoyadas en entornos literarios inmersivos con realidad aumentada. Ocnos, 20(3),1-19. https://doi.org/10.18239/ocnos_2021.20.3.2440
Newby, P. (2010). Research methods for education. Pearson.
Pelletier, K., Brown, M., Brooks, C. D., McCormack, M., Reeves, J., y Arbino, N. (2021). 2021 EDUCAUSE Horizon Report. Teaching and Learning Edition. https://bit.ly/3ouXCmK
Pérez-Calderón, E., Prieto-Ballester, J. M., y Miguel-Barrado, V. (2021). Analysis of digital competence for Spanish teachers at pre-university educational key stages during COVID-19. International Journal of Environmental Research and Public Health, 18(15), 8093. https://doi.org/10.3390/ijerph18158093
Perrenaud, P. (2004). Diez nuevas competencias para enseñar. Graó.
Portillo, J., Garay, U., Tejada, E., y Bilbao, N. (2020). Self-perception of the digital competence of educators during the COVID-19 pandemic: A cross-analysis of different educational stages. Sustainability, 12(23), 10128. https://doi.org/10.3390/su122310128
Quigley, C. F., Herro, D., King, E., y Plank, H. (2020). STEAM designed and enacted: understanding the process of design and implementation of STEAM curriculum in an elementary school. Journal of Science Education and Technology, 29(4), 499-518. https://doi.org/10.1007/s10956-020-09832-w
Resolución de 4 de mayo de 2022, de la Dirección General de Evaluación y Cooperación Territorial, por la que se publica el Acuerdo de la Conferencia Sectorial de Educación, sobre la actualización del marco de referencia de la competencia digital docente. Boletín Oficial del Estado, núm. 116, de 16 de mayo de 2022, pp. 67979-68026. https://www.boe.es/eli/es/res/2022/05/04/(5)
Sanabria, J., Davidson, A. L., Romero, M., y Quintana, T. (2020). Macro-dissemination of Maker Cultures: 21st century competencies through an Ideaton. Revista de Educación a Distancia (RED), 20(62), 1-26. https://doi.org/10.6018/red.398381
Suelves, D. M., Esteve, M. I. V., Chacón, J. P., y Alonso, Á. S. M. (2019). Competencia digital transversal en la formación del profesorado, análisis de una experiencia. Innoeduca. International Journal of Technology and Educational Innovation, 5(1), 4-12. https://doi.org/10.24310/innoeduca.2019.v5i1.4890
Tejedor, G., Segalàs, J., Barrón, Á., Fernández-Morilla, M., Fuertes, M. T., Ruiz-Morales, J., Gutiérrez, I., García-González, E., Aramburuzabala, P., y Hernández, À. (2019). Didactic strategies to promote competencies in sustainability. Sustainability, 11(7), 2086. https://doi.org/10.3390/su11072086
Thompson, C. (2021, March). STEAM Education and Teachers' Pedagogical Discontentment Levels. En E. Langran y L. Archambault (Eds.), Society for Information Technology & Teacher Education International Conference (pp. 1645-1651). Association for the Advancement of Computing in Education. https://www.learntechlib.org/primary/p/219392/
Tondeur, J., Aesaert, K., Pynoo, B., van Braak, J., Fraeyman, N., y Erstad, O. (2017). Developing a validated instrument to measure preservice teachers’ ICT competencies: Meeting the demands of the 21st century. British Journal of Educational Technology, 48(2), 462-472. https://doi.org/10.1111/bjet.12380
Vuopala, E., Guzmán, D., Aljabaly, M., Hietavirta, D., Malacara, L., y Pan, C. (2020). Implementing a maker culture in elementary school–students’ perspectives. Technology, Pedagogy and Education, 29(5), 649-664. https://doi.org/10.1080/1475939X.2020.1796776
Publicado
Como Citar
Edição
Secção
Licença
Este trabalho encontra-se publicado com a Licença Internacional Creative Commons Atribuição 4.0.