Gamification and Robotics in STEAM Education: A Case Study in Rural Areas of Arequipa and Huancayo: Integrating Lunabot for Technological Advancement and Iterative Design in Robotics Learning

This study presents a case study on the application of gamified educational practices in STEAM education, specifically focusing on the use of robotics and iterative design among youth in rural areas of Arequipa, Peru. The study involved the integration of “Lunabot,” an educational robot, to foster technological advancement and enhance learning experiences. Conducted in the “tambos” (rural community centers) of the Arequipa region, the research employed a mixed-methods approach, combining quantitative and qualitative data collection methods. Initially, an exploratory factor analysis was conducted to condense the data, followed by a confirmatory factor analysis through structural equation modeling to validate the findings. A key instrument was a questionnaire administered to students, assessing their interest in, and resistance to, the gamified learning approach. The results, with a Cronbach’s alpha value of 0.765 and a McDonald’s omega of 0.864, highlight the significant role of competitive and challenging activities, facilitated by Lunabot, in enhancing student engagement and motivation in gamification and STEAM learning. This case study contributes to understanding how gamified strategies and robotics can be effectively integrated into educational settings, particularly in remote areas, to improve student participation and motivation in STEAM fields.

Authors

Publication Details

Journal
Interaction design & architecture(s)/ID&A Interaction design & architecture(s)
Published
2024-12-15
DOI
https://doi.org/10.55612/s-5002-063-006
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Gamification and Robotics in STEAM Education: A Case Study in Rural Areas of Arequipa and Huancayo: Integrating Lunabot for Technological Advancement and Iterative Design in Robotics Learning

Klinge Orlando Villalba‐Condori, Jorge Iván Fuentes Rosado, Alberto Jesús Torres Hinostroza, Jair Jesús León Lucano et al.
1 citations
Interaction design & architecture(s)/ID&A Interaction design & architecture(s)
Educational Games and Gamification
0.79
article

Gamification and Robotics in STEAM Education: A Case Study in Rural Areas of Arequipa and Huancayo: Integrating Lunabot for Technological Advancement and Iterative Design in Robotics Learning

Klinge Orlando Villalba‐Condori, Jorge Iván Fuentes Rosado, Alberto Jesús Torres Hinostroza, Jair Jesús León Lucano, Juan Diego Cerrón Salcedo
article en
1 citations

Abstract

This study presents a case study on the application of gamified educational practices in STEAM education, specifically focusing on the use of robotics and iterative design among youth in rural areas of Arequipa, Peru. The study involved the integration of “Lunabot,” an educational robot, to foster technological advancement and enhance learning experiences. Conducted in the “tambos” (rural community centers) of the Arequipa region, the research employed a mixed-methods approach, combining quantitative and qualitative data collection methods. Initially, an exploratory factor analysis was conducted to condense the data, followed by a confirmatory factor analysis through structural equation modeling to validate the findings. A key instrument was a questionnaire administered to students, assessing their interest in, and resistance to, the gamified learning approach. The results, with a Cronbach’s alpha value of 0.765 and a McDonald’s omega of 0.864, highlight the significant role of competitive and challenging activities, facilitated by Lunabot, in enhancing student engagement and motivation in gamification and STEAM learning. This case study contributes to understanding how gamified strategies and robotics can be effectively integrated into educational settings, particularly in remote areas, to improve student participation and motivation in STEAM fields.

Interaction design & architecture(s)/ID&A Interaction design & architecture(s)(63)
Openalex Percentile: Top 20%
Educational Games and Gamification
0.79
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Gamification and Robotics in STEAM Education: A Case Study in Rural Areas of Arequipa and Huancayo: Integrating Lunabot for Technological Advancement and Iterative Design in Robotics Learning — Klinge Orlando Villalba‐Condori, Jorge Iván Fuentes Rosado, et al. · Interaction design & architecture(s)/ID&A Interaction design & architecture(s) (2024) | TGRS Research Map | TGRS