Creative Constructor
Lab Virtual
Leadership Exchange
at ISTELive 21
Edtech Advocacy &
Policy Summit

Mixing Sports and STEAM With the Active Roulette

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Participate and share : Poster

Maria Isabel Aguirre Pedrosa  
Fatima Espinosa Torres  
Emilia González Durán  
Alfredo García de la Cruz  
Torres Muñoz Graciela  

Learn how students created a board game that aims to encourage sedentary kids to have a more active life. The game, programmed with Arduino, promotes exercise for children and teens in a fun way, with friends and family. It can be played anywhere with an app, either individually or in teams.

Audience: Teachers, Technology coordinators/facilitators
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: None
Topic: Computer science & computational thinking
Grade level: 6-8
Subject area: Health and physical education, STEM/STEAM
ISTE Standards: For Students:
Computational Thinker
  • Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.
Innovative Designer
  • Students develop, test and refine prototypes as part of a cyclical design process.
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
Additional detail: Student presentation

Proposal summary

Purpose & objective

We aim to share the results of this project and show how upper-elementary and middle school students can use resources such as Arduino, programming in Android Studio, and other STEAM tools to create a fun and gamified way to solve a health issue which they have experienced and studied.

Supporting research

Lí, F. C. Á. (2010). Sedentarismo y actividad física. Revista Finlay, 55-60.

Ayala Salazar, D. E. (2014). Juegos de mesa para afianzar el desarrollo del pensamiento lógico, matemático durante la educación inicial (Bachelor's thesis, Quito, 2014).

Hernández Aguillar, B., Chávez Cevallos, E., de la Concepción Torres Marín, J., Torres Ramírez, A., & Fleitas Díaz, I. M. (2017). Evaluación de un programa de actividad físico-recreativa para el bienestar físico-mental del adulto mayor. Revista Cubana de Investigaciones Biomédicas, 36(4), 1-16.

Rioja, J. C. D., Besora, D. B., & Vizern, M. S. (2017). Experiencia de gamificación en Secundaria en el Aprendizaje de Sistemas Digitales. Education in the Knowledge Society, 18(2), 85-105.

Konzag, I., Döbler, H., & Herzog, H. D. (2003). Entrenarse jugando. Un sistema completo de ejercicios. Editorial Paidotribo.

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Alfredo García de la Cruz, Irlandes México
Torres Muñoz Graciela, Irish Institute Mexico

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