Percorrer por autor "García-Peñalvo, Francisco José"
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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.
- 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.
- RoboSTEAM project systematic mapping: challenge based learning and roboticsPublication . Conde, Miguel Ángel; García-Peñalvo, Francisco José; Fernandez-Llamas, Camino; Gonçalves, José; Lima, José; Garcia-Penalvo, Francisco JoseSTEAM Education is nowadays a key element for our current digital society. Integrating STEAM and developing competences such as Computational Thinking is highly demanded by the industry and higher education institutions. In order to do so new methodological approaches are required. RoboSTEAM project is an Erasmus+ project defined to address these topics by using of physical devices and robotics employing Challenge Based Learning methodology. One of the first steps in the project development is the definition of current landscape in the research field. Which means to carry out a literature mapping that considers previous applications of Challenge Based Learning in STEAM education and use of robots and physical devices to do so. This paper shows the mapping review process and the main results obtained. The mapping analyze 242 candidate works from the most relevant bibliographic sources and selected 54. Form them it was possible to see that there are not many initiatives on STEM Education related to Challenge base learning and the most of them are specially focused on the application of specific tools and in the development of concrete competences.
- 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.
- Systematic literature review of realistic simulators applied in educational robotics contextPublication . Camargo, Caio; Gonçalves, José; Conde, Miguel Ángel; Rodríguez-Sedano, Francisco Jesús; Costa, Paulo Gomes da; García-Peñalvo, Francisco JoséThis paper presents a systematic literature review (SLR) about realistic simulators that can be applied in an educational robotics context. These simulators must include the simulation of actuators and sensors, the ability to simulate robots and their environment. During this systematic review of the literature, 559 articles were extracted from six different databases using the Population, Intervention, Comparison, Outcomes, Context (PICOC) method. After the selection process, 50 selected articles were included in this review. Several simulators were found and their features were also analyzed. As a result of this process, four realistic simulators were applied in the review’s referred context for two main reasons. The first reason is that these simulators have high fidelity in the robots’ visual modeling due to the 3D rendering engines and the second reason is because they apply physics engines, allowing the robot’s interaction with the environment.
