Percorrer por autor "Jormanainen, Ilkka"
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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.
- 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.
- RoboSTEAM - a challenge based learning approach for integrating STEAM and develop computational thinkingPublication . Camino, Miguel; Alves, Jonny Filipe Ribeiro; Ramos, Maria João; Celis-Tena, Susana; Gonçalves, José; Lima, José; Reimann, Daniela; Jormanainen, Ilkka; Peñalvo, Francisco J. GarcíaWe live in a digital society that needs new better prepared professionals for the new challenges and opportunities provided by the ICT. Students must learn how to deal with all the issues that emerge in this new context. They should acquire computational thinking skills by integrating STEAM, however this needs for changes in current learning curricula and also new learning approaches. RoboSTEAM project deals with this issue by the application of a Challenge Based Learning approach that uses Robotics and Physical Devices. One of the problems found during the project is the complexity of the application of a Challenge Based Learning approach due to the special needs of each educational institution. Given this situation the present work presents provides a flexible definition of challenge and describes also samples regarding how to use them.
- RoboSTEAM project the pilot phasesPublication . Conde, Miguel Ángel; Fernández, Camino; Rodríguez-Sedano, Francisco Jesús; González-Barrientos, Covadonga; Ramos, Maria; Jesus, Manuel; Gonçalves, José; Reimann, Daniela; García Peñalvo, Francisco José; Jormanainen, IlkkaDigital society demands very qualified professionals ready to this environment challenges. This makes necessary to foster the development of competences related to such context such as Computational Thinking or STEAM related skills. However, this is not an easy task, especially because integrating subjects that covers the necessary topics and competences. New active pedagogical approaches are required and this what RoboSTEAM project provides. The application of Challenge Based Learning and Physical Devices and Robotics facilitate the so named twenty first century skills. The project has been developed by several universities and schools and one of most critical parts was testing the methodology and tools, this was done into pilot phases that are described in the present work. The results show that there are important differences between partners socioeconomical context, but that the outcomes of the project are flexible enough to be applied successfully in any of them.
- ROBOSTEAMSEN Project - Training SEN Teachers to Use Robotics for Fostering STEAM and Develop Computational Thinking*Publication . Conde, Miguel Ángel; Rodríguez-Sedano, Francisco Jesús; García-Peñalvo, Francisco José; Gonçalves, José; Jormanainen, Ilkka; Anzanello, Andrea; Alves, Jonny Filipe Ribeiro; Hernáandez, Raquel Fernández; Ailincai, Alina-AndreiaOur contemporary society necessitates professionals equipped with 21st-century skills. Disciplines within Science, Technology, Engineering, Arts, and Mathematics (known as STEAM) have been particularly effective in fostering these skills. However, when considering students with disabilities, especially those with intellectual or developmental disabilities (IDD), this assertion often falls short. In this context, the RoboSTEAMSEN project emerges as an initiative designed to enhance educational processes by providing teachers of IDD students with the necessary resources to promote STEAM engagement. The project proposes the use of active learning methodologies and robotics to achieve this goal. The primary objective of the project is realized through several strategies: understanding the needs of students with disabilities and adapting the use of robotics and active learning methodologies accordingly; training teachers in the use of these resources; and creating a platform to exchange experiences, resources, lessons learned, tools, case scenarios, etc., while reaching other potential stakeholders such as caregivers and policymakers. The main outcomes of the project are teacher training programs and the development of associated competencies, tools to identify and classify resources for the students, and technological platforms to ensure the sustainability of the project once it concludes.
