DIGITAL LIBRARY
DEVELOPMENT OF LEARNING OBJECT IN ROBOTICS AND IOT
Universidad Tecnológica (URUGUAY)
About this paper:
Appears in: ICERI2023 Proceedings
Publication year: 2023
Pages: 4717-4723
ISBN: 978-84-09-55942-8
ISSN: 2340-1095
doi: 10.21125/iceri.2023.1176
Conference name: 16th annual International Conference of Education, Research and Innovation
Dates: 13-15 November, 2023
Location: Seville, Spain
Abstract:
The fourth industrial revolution presents profound changes in different contexts of society and mainly in education. These changes are reflected in future jobs, learning methodologies among others. For this reason, many contents are included in the curricula with the objective that students still in their training can have contact with programming language, resolution of technology-based problems, among other topics related to state-of-the-art technology. In this way, it is observed that not only students have to seize this knowledge, teachers also need to understand these contents and know how to apply them in their pedagogical practices in a critical and creative way. With this, the lack of methodologies and personalized learning objects to the demands of teachers to work on these contents is observed as a gap. So the central objective of the project is focused on building a learning object and monitoring the environmental parameters that affect a plant through a smart pot sensorized with a micro:bit® board equipped with actuators that will be displayed through a mobile application for the Android platform. From this construction, it is expected to work with the teachers of the STEAM area to generate practices that are more friendly to the teaching and learning context. For this study, the multiple case study methodology was applied, where 5 teachers answered a previous questionnaire about their knowledge related to the contents that can be enhanced with this type of learning object. In the sequence, these teachers were able to interact with the learning object and validate the potential of working with it in their classes. As the main result of this study, it is the friendliest application of a technology in the teaching and learning context, in addition to the stories of the participating teachers, an opening is noted for the generation of didactic proposals that engage students more in the format " Do it yourself” and so that they have contact with this type of technology in a transversal way to their curricular contents.
Keywords:
STEAM, micro, bit®, sensorized, Mobile App, Android.