Robótica y Proyectos STEAMDesarrollo de la creatividad en las aulas de Educación Primaria
- Raquel Casado Fernández
- Mirian Checa Romero 1
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1
Universidad de Alcalá
info
- Medina Rivilla, Antonio María
ISSN: 1133-8482
Year of publication: 2020
Issue: 58
Pages: 51-69
Type: Article
More publications in: Pixel-Bit: Revista de medios y educación
Abstract
The incorporation of STEAM (Science, Technology, Engineering, Arts and Mathematics) projects and robotics into the classroom is endorsed by numerous studies. Most of them demonstrate the positive effects in relation with creativity and resolving problems capability, being these abilities necessaries for students to face 21st century challenges. This study tries to bring up empiric evidences about the increase in creativity, through the analysis of the results from an educative workshop developed by 5 and 6th Primary Education. The workshop was divided in two phases: the first one was focused on incorporating STEAM projects and robotics in the classroom as an educative tools. These projects were incorporated in a transversal manner from a constructivist perspective and based on the scientific method. The impact on creativity was analysed through CREA test (using a pre-test and posttest). The second phase consisted in a contest where students presented their STEAM and robots projects. These products were assess by an expert committee using the creativity criteria defined in CREA test (newness, courage, truth and utility). Results show a significant increase on creativity measured through CREA test, and high scores on STEAM and robotics productions assessment, highlighting the opportunity to introduce these tools in primary school classrooms, to develop students’ creativity
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