The Integration of Education Eobotics in High School in the Light of the BNCC: Potentialities and Challenges – Experience Report

This work is an experience report on the integration of educational robotics into the school curriculum, highlighting the importance of adapting education to rapid technological advances. The inclusion of robotics in classes, using the Arduino platform, meets the competencies of the National Common Curriculum Base (BNCC), such as digital culture and computational thinking. Results obtained from the project implementation show that students improved their problem-solving skills and became more engaged in learning. Practical activities promoted an interactive learning environment, fostering creativity and collaboration. The study reports on the implementation of practical classes in a private school in City X, where students develop real projects, promoting playful and continuous learning. The activities are carried out weekly using a dynamic laboratory that stimulates interaction and creativity, preparing students for the digital future.

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Publication Details

Published
2024-11-13
DOI
https://doi.org/10.1109/sbr/wre63066.2024.10837989
Citations
2
Primary Topic
Education and Vocational Training
Type
article
Field-Weighted Citation Impact
4.19
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article

The Integration of Education Eobotics in High School in the Light of the BNCC: Potentialities and Challenges – Experience Report

Elson A. U. M. Filho, Fabio Costa, Sarah T. de S. Rossiter, João P. R. De Lima
2 citations
Education and Vocational Training
4.19
article

The Integration of Education Eobotics in High School in the Light of the BNCC: Potentialities and Challenges – Experience Report

Elson A. U. M. Filho, Fabio Costa, Sarah T. de S. Rossiter, João P. R. De Lima
article en
2 citations

Abstract

This work is an experience report on the integration of educational robotics into the school curriculum, highlighting the importance of adapting education to rapid technological advances. The inclusion of robotics in classes, using the Arduino platform, meets the competencies of the National Common Curriculum Base (BNCC), such as digital culture and computational thinking. Results obtained from the project implementation show that students improved their problem-solving skills and became more engaged in learning. Practical activities promoted an interactive learning environment, fostering creativity and collaboration. The study reports on the implementation of practical classes in a private school in City X, where students develop real projects, promoting playful and continuous learning. The activities are carried out weekly using a dynamic laboratory that stimulates interaction and creativity, preparing students for the digital future.

Instituto Federal do Rio Grande do Norte (BR)
Reduced inequalities
Openalex Percentile: Top 5%
Education and Vocational Training
4.19
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