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Orientador(es)
Resumo(s)
In 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
Descrição
Palavras-chave
Active Learning Methodologies Disabled Students IDD Inclusive Education Robotics STEAM Education
Contexto Educativo
Citação
Conde, Miguel Ángel; Rodríguez-Sedano, Francisco Jesús; Gonçalves, José; García-Peñalvo, Francisco José (2023). Fostering STEAM for Inclusive Learning. In CEUR Workshop Proceedings. Aachen: CEUR-WS. p. 24-32
Editora
CEUR-WS
