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Creativity and Contextualization Activities in Educational Robotics to Improve Engineering and Computational Thinking

机译:教育机器人的创造力和情境化活动,提高工程和计算思维

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One of the objectives of the introduction of educational robotics in the schools is the need to adapt the curriculum of the technology to the today's requirements of the students and the development of the skills, competencies and disciplines involved of STEAM. In this paper cover related aspects of the computational thinking, the engineering thinking required to develop the context-oriented activities through technological platforms based on educational robotics. The contextualization of the activities worked with Scratch and LEGO Mindstorms are the basis of two study groups. Different methodologies of learning of the technological platforms are used in these groups. The methodology developed during several sessions of the academic course is the main argument to introduce the Educational Robotics and the development of the STEAM in a traditional school of Barcelona.
机译:学校教育机器人的引入的目标之一是需要将技术课程适应当今学生的要求以及蒸汽所涉及的技能,能力和学科的发展。本文涵盖了计算思维的相关方面,通过基于教育机器人的技术平台开发面向上下文活动所需的工程思维。与划痕和乐高思维族合作的活动的上下文化是两组研究组的基础。这些群体中使用了技术平台的不同学习方法。在学术课程的几次会议期间开发的方法是介绍教育机器人的主要论点以及在巴塞罗那传统学校的蒸汽的发展。

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