The RoboSteamSen project (2023-1-ES01-KA220-SCH-000155379) is co-funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA).

Overview of Educational Robotics for STEAM Learning

Typology
Document
Resource description
This article presents an overview of the various educational research and learning interventions referred to educational robotics and STEAM learning. For this, qualitative interpretive documentary research was carried out in specialized databases. Descriptors: educational robotics, learning-robotics, STEAM-robotics, STEAM skills, and computational thinking. As a result, the analysis of 105 documents published from 2005 to 2019 was obtained, they were organized according to language, geographic location, educational level, temporality, kind of investigation, and technology used. The educational experiences are mainly recorded in elementary and middle school levels. The benefits in terms of developing communication skills, teamwork, creativity, and problem-solving are highlighted. The didactic methodologies employed are problem-based learning, projects, and collaborative learning, experiential and playful learning, associated with constructionist theories
https://dialnet.unirioja.es/servlet/articulo?codigo=7841404&
Sample of use in education with students with IDD
This study explores the application of interdisciplinary STEAM education through project-based learning in a primary education context, including the participation of a student with intellectual and developmental disabilities (IDD). The project, titled "Let’s Create a Museum", was adapted to ensure accessibility and meaningful engagement for all students, regardless of ability. The methodology emphasized inclusive practices by integrating multiple intelligences, visual and tactile materials, teamwork, and differentiated tasks. The student with IDD was able to participate in constructing models, collaborating with peers, and presenting their work—demonstrating how STEAM environments, when designed inclusively, can support cognitive development, communication, and social integration for learners with diverse needs .
Difficulties to which it could be applied
Emotional Regulation, Social Communication Challenges
  • Pragmatic language skills
Executive Functioning and Flexibility
  • Managing transition and adaption to changes and new situations
Executive Functioning and Flexibility, Learning and Cognitive Challenges
  • Organization and planning of tasks and activities
Social Communication Challenges
  • Cooperative Interaction
  • Interaction with peers
  • Understanding social norms and rules
  • Adjusting behavior to suit various social contexts
Learning Objetives
  • Executive functions
  • Improving Social Communication Skills
  • Organization of space
  • Organization of time