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Computational Thinking and Educational Robotics Integrated into Project-Based Learning.

Albert Valls Pou1, Xavi Canaleta1, David Fonseca1

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Summary
This summary is machine-generated.

This study integrates educational robotics and computational thinking into secondary education using project-based learning. Students using Scratch demonstrated superior improvement in STEM skills and computational thinking compared to other methods.

Keywords:
STEAMcomputational thinkingeducational roboticsproject-based learning

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Area of Science:

  • STEM Education
  • Educational Technology
  • Computer Science Education

Background:

  • STEM subjects often use contextualized activities and projects.
  • Educational robotics and computational thinking are emerging fields with potential for dedicated curricula.
  • Integration of computational thinking and educational robotics into secondary education curricula remains uncommon despite widespread technology use.

Purpose of the Study:

  • To present a project-based learning (PBL) approach for integrating computational thinking and educational robotics into secondary education.
  • To foster the development of Science, Technology, Engineering, Arts, and Mathematics (STEAM) skills and computational thinking knowledge.
  • To evaluate the effectiveness of this integrated approach using a block-based programming environment.

Main Methods:

  • Implementation of a project-based learning strategy in a secondary school in Barcelona, Spain.
  • Utilizing the block-programming platform Scratch™ for developing computational thinking and 21st-century skills.
  • Conducting focused sessions and small-group workshops to facilitate learning.

Main Results:

  • Students showed significant improvement in computational thinking concepts and skills.
  • The project-based learning approach using Scratch™ led to superior skill development compared to alternative educational methodologies.
  • Enhanced acquisition of 21st-century skills alongside STEAM competencies.

Conclusions:

  • Project-based learning effectively integrates computational thinking and educational robotics in secondary education.
  • The use of block-based programming like Scratch™ is a viable tool for enhancing computational thinking and STEAM skills.
  • This approach offers a superior method for developing essential future-ready skills in students.