Educational Robotics as a Methodological Strategy for Improving School Performance in Mathematics

In order to achieve the objective of developing computational thinking and logical reasoning among students at Escola de Ensino Fundamental Dr. Carlos Moritz, located in the city of Brusque, Santa Catarina, pedagogical tools were used, ranging from unplugged computing to the use of Chromebooks, interactive screen, Arduino kits and block programming platforms such as Scratch, Code.org and Robogarden. These tools brought programming language and educational robotics to the classroom. Furthermore, during school hours, a robotics club was offered to develop mechanical, electrical, and programming skills. In these Robotics classes, the school's dollhouse was transformed into a smart, sustainable house with a lighting sensor, solar panel, rainwater capture, and smart irrigation as a pilot proj ect at the end of 2021, which served as a starting point for developing new methodological strategies, in 2022, to improve student performance in the Mathematics curricular component. Furthermore, the school advanced in the use of technology in the classroom by creating a task force with teachers so that everyone felt comfortable using technology in the classroom.

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Publication Details

Published
2024-11-13
DOI
https://doi.org/10.1109/sbr/wre63066.2024.10837848
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

Educational Robotics as a Methodological Strategy for Improving School Performance in Mathematics

Thiago Alessandro Spiess
1 citations
Educational Games and Gamification
0.79
article

Educational Robotics as a Methodological Strategy for Improving School Performance in Mathematics

Thiago Alessandro Spiess
article en
1 citations

Abstract

In order to achieve the objective of developing computational thinking and logical reasoning among students at Escola de Ensino Fundamental Dr. Carlos Moritz, located in the city of Brusque, Santa Catarina, pedagogical tools were used, ranging from unplugged computing to the use of Chromebooks, interactive screen, Arduino kits and block programming platforms such as Scratch, Code.org and Robogarden. These tools brought programming language and educational robotics to the classroom. Furthermore, during school hours, a robotics club was offered to develop mechanical, electrical, and programming skills. In these Robotics classes, the school's dollhouse was transformed into a smart, sustainable house with a lighting sensor, solar panel, rainwater capture, and smart irrigation as a pilot proj ect at the end of 2021, which served as a starting point for developing new methodological strategies, in 2022, to improve student performance in the Mathematics curricular component. Furthermore, the school advanced in the use of technology in the classroom by creating a task force with teachers so that everyone felt comfortable using technology in the classroom.

Centro Universitário de Brusque (BR)
Quality Education
Openalex Percentile: Top 21%
Educational Games and Gamification
0.79
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