Percorrer por autor "Conde, Miguel Ángel"
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- Adaption of RoboSTEAM project to the pandemic situationPublication . Conde, Miguel Ángel; Rodríguez-Sedano, Francisco Jesús; Fernández, Camino; Ramos, Maria João; Alves, Jonny Filipe Ribeiro; Celis-Tena, Susana; Gonçalves, José; Lima, José; Reimann, Daniela; Jormanainen, Ilkka; García-Peñalvo, Francisco JoséCOVID pandemic has changed the way in which we carry out our daily life and also have affected educational processes. Teaching and learning have changed from a most common face to face context to a blended or online context. This implies changes in the way to carry out the activates and have an impact in research projects such as RoboSTEAM. Such project, that applies Challenge Based Learning methodologies with application of Robotics and Mechatronics, requires to change its approach to show how it is possible to succeed in the new situation. This paper describes how the project has evolved, how it has been affected by COVID and the possible changes to carry out. Regarding this last issue remote labs and online tools are presented as solutions to support changes in the application of challenge-based learning methodology.
- Advances in computational thinking and robotics in educationPublication . García-Peñalvo, Francisco José; Conde, Miguel Ángel; Gonçalves, José; Lima, JoséAfter the computational thinking sessions in the previous 2016-2019 editions of TEEM Conference, the fifth edition of this track has been organized in the current 2020 edition. Computational thinking is still a very significant topic, especially, but not only, in pre-university education. In this edition, the robotic has a special role in the track, with a strength relationship with the STEM and STEAM education of children at the pre-university levels, seeding the future of our society.
- Computational thinking and robotics in educationPublication . García-Peñalvo, Francisco José; Conde, Miguel Ángel; Gonçalves, José; Lima, JoséAfter the computational thinking sessions in the previous 2016-2018 editions of TEEM Conference, the fourth edition of this track has been organized in the current 2019 edition. Computational thinking is still a very significant topic, especially, but not only, in pre-university education. In this edition, the robotic has a special role in the track, with a strength relationship with the STEM and STEAM education of children at the pre-university levels, seeding the future of our society.
- Current trends in robotics in education and computational thinkingPublication . García-Peñalvo, Francisco José; Conde, Miguel Ángel; Gonçalves, José; Lima, JoséComputational thinking-related issues have had a specific track on TEEM Conference since 2016. This is the sixth edition of this track within the 2021 TEEM Conference edition. This year the papers are centered on programming and robotics, but the artificial intelligence topics increase their presence in the track.
- Educational robotics summer camp at IPBPublication . Gonçalves, José; Lima, José; Brito, Thadeu; Brancalião, Laiany Suganuma; Camargo, Caio; Oliveira, Vitor; Conde, Miguel ÁngelRobotics in education has special relevance in current digital society where students should know how to deal with technology. In this paper, it is presented an educational experiment in the mobile robotics domain. The referred experiment was part of a summer camp, which took place at the Polytechnic Institute of Bragança Portugal, being its technological aspects related with mobile robotics. Other than the technological aspects, the students participated in many different cultural and social activities, having the opportunity to know the city of Bragança and also to know different persons, mainly students, professors, researchers and laboratory technicians. The applied approach in the summer camp was a challenge based learning methodology, being involved in the experiment 3 professors, 4 monitors, working with a group of 16 secondary school students. The described experiment was planned as an activity of the RoboSTEAM - Integrating STEAM and Computational Thinking development by using robotics and physical devices ERASMUS+ Project.
- Emídio Garcia school pilot description: a robosteam Erasmus+ project activity based on a challenge based learning approachPublication . Camargo, Caio; Brancalião, Laiany Suganuma; Gonçalves, José; Lima, José; Ramos, Maria; Fernandes, Luisa; Trovisco, Manuel; Conde, Miguel ÁngelIn this paper it is described a Pilot that took place at Emídio Garcia School from Bragança, Portugal. The presented Pilot is based on a Challenge based Learning Approach, being an activity of the RoboSTEAM - Integrating STEAM and Computational Thinking development by using robotics and physical devices - ERASMUS+ Project. In the presented educational experiment it were used physical devices, being chosen the mBot robot, programmed using Scratch. The presented challenges had as research question a global problem that was Wildfires. Student had to propose and to develop solutions based on the use of robots to prevent and fight wildfires. The students that participated in the experiment were secondary school students, from Spain and Portugal, with their background in technology and arts respectively. Previously to the experiment the involved students filled a STEM semantic Survey and during the experiments their performance was evaluated.
- Exchanging challenge based learning experiences in the context of RoboSTEAM Erasmus+ ProjectPublication . Conde, Miguel Ángel; Rodríguez-Sedano, Francisco Jesús; Fernández-Llamas, Camino; Jesus, Manuel; Ramos, Maria João; Celis-Tena, Susana; Gonçalves, José; Jormanainen, Ilkka; García-Peñalvo, Francisco JoséIn the context of the digital society, educational systems should prepare the students to succeed in a really volatile environment. In order to do so they require to acquire some specific competences that use to be related to STEAM Education. However, integrating STEAM is hard and requires of new methodologies and tools. RoboSTEAM is an Erasmus+ project that aims to facilitate this by using Challenge Based Learning and applying Physical Devices and Robotics. In order to know if what RoboSTEAM proposes work properly it must be tested in different contexts with different educational systems. The results of these tests should be compared, which requires of a common knowledge background. In order to achieve it RoboSTEAM proposes students and teachers exchanges between similar and different sociocultural environments, so they can learn how other people work in the project challenges and if what they do can be addressed by them in a similar way. The present work describes these exchanges, how they were planned and carried out and the main results obtained. From the exchanges carried out until now it is possible to say that they facilitate sharing knowledge that later can lead to better results in the project challenges and that they are enriching experiences both for students and for teachers.
- Fostering STEAM for Inclusive LearningPublication . Conde, Miguel Ángel; Rodríguez-Sedano, Francisco Jesús; Gonçalves, José; García-Peñalvo, Francisco JoséIn contemporary society, there is a growing demand for professionals with the essential skills required in the 21st century. The STEAM (Science, Technology, Engineering, Arts, and Mathematics) disciplines have emerged as pivotal in facilitating the acquisition of these skills. Indeed, these disciplines have exhibited their capacity to enhance workforce performance and fortify a nation's innovation potential, emphasizing the critical need to promote STEAM education among students and integrate it into existing educational curricula. Nonetheless, the inclusion of students with intellectual or developmental disabilities (IDD) in these disciplines presents formidable challenges. These challenges can be attributed to prevailing low expectations regarding the potential of disabled individuals to excel in STEAM fields, the inaccessibility of STEAM education curricula, and the limitations that educators face in fully supporting the integration of students with disabilities. In response to these challenges, we introduce the RoboSTEAMSEN project. The principal objective of the RoboSTEAMSEN project is to bolster educational processes by equipping teachers working with students with IDD with methodologies and tools that employ Robotics and Active Learning Methodologies to promote STEAM education. The project's overarching goals encompass comprehending the specific needs of disabled students and adapting robotics and active learning techniques to accommodate various disabilities, designing comprehensive training programs for teachers to enable them to individualize the learning experiences of students with IDD, establishing a community of practice supported by a technological ecosystem that serves as a central hub for educators and decision-makers to engage in discourse on how to achieve success in STEAM education for IDD students. The primary outcome of this project will be the enhancement of STEAM education for students with IDD. To achieve this objective, we will develop a taxonomy for the categorization of resources tailored to this demographic, institute a user model for personalized learning, generate guides, resources, and courses for teachers, formulate workshop models for the wider dissemination of project findings, and establish a technological ecosystem to facilitate a thriving community of practice dedicated to this important educational domain
- Fostering STEAM through challenge‐based learning, robotics, and physical devices: a systematic mapping literature reviewPublication . Conde, Miguel Ángel; Rodríguez-Sedano, Francisco Jesús; Fernández‐Llamas, Camino; Gonçalves, José; Lima, José; García-Peñalvo, Francisco JoséNowadays, companies are demanding better-prepared professionals to succeed in a digital society, and the acquisition of Science, Technology, Engineering, Arts, and Mathematics (STEAM)-related competencies is a key issue. One of the main problems in this sense is how to integrate STEAM into the current educational curricula. This is not something related to a subject or educational trend but rather to new methodological approaches that can engage students. In this sense, such active methodologies that apply mechatronics and robotics could be an interesting path to pursue. Given this context, the first necessary task in evaluating the potential of this approach is to understand the landscape of the application of robotics and mechatronics in STEAM Education and how active methodologies are applied in this sense. To carry out this analysis in a systematic and replicable manner, it is necessary to follow a methodology. In this case, the researchers employ a systematic mapping review. This paper presents this process and its main findings. Fifty-four studies have been selected out of 242 total studies analyzed. From these, beyond obtaining a clear vision of the STEAM landscape regarding project topics, we can also conclude that robotics and physical devices have been applied successfully with collaborative methodologies in STEAM Education. Regarding conclusions, this paper shows that robotics and mechatronics applied with active methodologies is to be a good means to engage students in STEAM disciplines and thus aid the acquisition of what is commonly known as “21st-century skills.
- Programming Mobile Robots in an Educational Context: a Hardware-in-the-loop ApproachPublication . Brancalião, Laiany Suganuma; Alvarez, Mariano José; Coelho, João Paulo; Conde, Miguel Ángel; Costa, Paulo Gomes da; Gonçalves, JoséIn this paper it is presented a Hardware-in-theloop (HIL) mobile robot programming approach, to be applied in a robotics educational context. The motivation to apply this approach is the fact that students can program the robots without access to the robot hardware, but still maintain some important closed loop control critical features, such as a realistic lag time and the possibility for a larger number of students to program at the same time. Therefore, the developed software is applied to the real hardware without any change. The HIL approach was applied to provide a simulation close to reality, once the processing occurs in the real robot processor and the actuation and sensorization inside the simulation, adding to the advantage to test the firmware avoiding damage in the physical robot.
