Diseño de experiencia de aprendizaje para la promover el interés por la robótica en colegios de Costa Rica
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Date
Authors
Cabezas-Gómez, Raúl
Garro-León, Juan Ignacio
Journal Title
Journal ISSN
Volume Title
Publisher
Instituto Tecnológico de Costa Rica
Abstract
Las materias STEM se solicitan cada día más como parte
del currículum básico de un mercado laboral que busca
más ingenieros y programadores capacitados para
continuar desarrollando nuevas tecnologías físicas y
digitales. Desde el diseño de experiencias educativas se
han explorado alternativas de enseñanza para estas
disciplinas, buscando apoyo en teorías de embodied
learning o aprendizaje corporal como un mecanismo para
mejorar la comprensión y la retentiva. Este informe aborda
el proceso de diseño de una experiencia de aprendizaje
para estudiantes de décimo año en colegios públicos y
privados de Costa Rica con el objetivo de promover el
interés de carreras STEM en estudiantes
preuniversitarios, específicamente en la robótica, al darles
un primer acercamiento en la forma de una experiencia
lúdica facilitada por un docente y con un juego de cartas
en combinación con un robot como objeto de aprendizaje.
Al validar resultados, encontramos el valor que existe en
utilizar herramientas analógicas en combinación con un
objeto de aprendizaje de bajo costo en una metodología
de actividades guiadas por docentes que no necesitan
tener conocimientos expertos en la materia. La propuesta
de diseño final: una experiencia diseñada para ajustarse a
dos bloques lectivos de 40 minutos, en donde el
estudiante se vuelve el punto de enfoque y el profesor un
facilitador, apoyado desde una guía de interacción y el
material didáctico diseñado a partir de experiencias de
interacción. El resultado final aborda conceptos básicos
de la robótica y sus puntos de fricción comunes a la hora
de enseñarla.
Interest in STEM fields continues and their inclusion in a professional’s CV continues to grow as the labor market is actively seeking for engineers and programers that are proficient in the development of both digital and physical new technologies. With education experience design as a starting point, new alternatives have been explored to find better ways to teach the contents that are part of such fields of knowledge, paying close attention to embodied learning as a mechanism to better understand and retain what is taught. This paper tackles the design process that was followed in order to develop an education experience for higher K-12 level students in both public and private highschools in Costa Rica. It was done so with the goal of promoting interest in STEM fields among soon to-be university students, in robotics specifically, by giving them a first contact with the subject in the form of a play-based experience that can be guided by a teacher in combination with a basic robot as a learning object. We found, while running design validations, that there is much value in implementing analog tools as a low cost learning object in a guided methodology, in which the teacher does not need to have a deep background on the subject at hand. The final design proposal: a leearning design experience tailor fitted for 2 class segments of 40 minutes each, in which the student becomes the center of focus and the teacher becomes a guide with the active support of an interaction guide. The final result walks you through the basics of robotics and its common pain points when being taught.
Interest in STEM fields continues and their inclusion in a professional’s CV continues to grow as the labor market is actively seeking for engineers and programers that are proficient in the development of both digital and physical new technologies. With education experience design as a starting point, new alternatives have been explored to find better ways to teach the contents that are part of such fields of knowledge, paying close attention to embodied learning as a mechanism to better understand and retain what is taught. This paper tackles the design process that was followed in order to develop an education experience for higher K-12 level students in both public and private highschools in Costa Rica. It was done so with the goal of promoting interest in STEM fields among soon to-be university students, in robotics specifically, by giving them a first contact with the subject in the form of a play-based experience that can be guided by a teacher in combination with a basic robot as a learning object. We found, while running design validations, that there is much value in implementing analog tools as a low cost learning object in a guided methodology, in which the teacher does not need to have a deep background on the subject at hand. The final design proposal: a leearning design experience tailor fitted for 2 class segments of 40 minutes each, in which the student becomes the center of focus and the teacher becomes a guide with the active support of an interaction guide. The final result walks you through the basics of robotics and its common pain points when being taught.
Description
Proyecto de Graduación (Bachillerato en Ingeniería en Diseño Industrial) Instituto Tecnológico de Costa Rica, Escuela de Ingeniería en Diseño Industrial, 2023
Esta tesis cumple con el objetivo ODS 4: garantizar una educación inclusiva y equitativa de calidad y promover oportunidades de aprendizaje permanente para todas las personas. Meta 4: aumentar considerablemente el número de jóvenes y adultos que tienen las competencias necesarias, en particular técnicas y profesionales, para acceder al empleo, el trabajo decente y el emprendimiento.
Esta tesis cumple con el objetivo ODS 4: garantizar una educación inclusiva y equitativa de calidad y promover oportunidades de aprendizaje permanente para todas las personas. Meta 4: aumentar considerablemente el número de jóvenes y adultos que tienen las competencias necesarias, en particular técnicas y profesionales, para acceder al empleo, el trabajo decente y el emprendimiento.
Keywords
Diseño -- Experiencia -- Aprendizaje, Robótica en la educación, Colegios públicos, Aprendizaje lúdico, Nuevas tecnologías, Robots, Objetos -- Aprendizaje, Herramientas -- Diseño, STEM K-12, Embodied Learning, Design -- Experience -- Learning, Robotics in education, Public schools, Playful learning, New technologies, Objects -- Learning, Tools -- Design, Research Subject Categories::SOCIAL SCIENCES::Social sciences::Education, Research Subject Categories::TECHNOLOGY