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To develop didactic tools in which students integrate diverse strategies that lead to the development of technological skills, through a transversal process, using a STEAM methodology that facilitates the learning process.
For the realization of this tool, Arduino, RaspberryPi and Michi electronic boards were used, electronic components such as LEDs, resistors, operational amplifiers, laser machine for cutting acrylic and wood.
The methodology used for the development of the project in the students was based on learning roles, where each student, based on their knowledge, professional goals and skills they seek to develop, selected the role to perform.
The activities to be performed by the students in each role they selected are as follows:
Leader:
Design a work plan and schedule of activities.
Previous background research on the related topic.
Present the previous research to the team members.
Document each of the activities.
Review of the activities to each member.
Digital fabricator
Timeline of personal activities.
Draft world map framework
Design of the world map vectors.
Design of the main menu to control the world map on the display.
Programmer
Schedule of personal activities.
Realization of the code for the operation of the interactive world map.
Electronic and Maker
Schedule of personal activities.
Construction of the electronic circuit for the control of the lights per layer.
Construction of the world map frame.
Led welding in the structure and frame.
This project was presented in some internal contests where it was evaluated by external judges belonging to private companies, education coordinators from other government and private institutions and researchers. As a success story, this project won first place several times and thanks to this the students began to give talks and samples of the project in other institutions.
The objective of the presentation is to demonstrate the development of soft and technical skills; creativity, teamwork, design, structured planning, visual programming, electronic cards programming and digital design, in the students through the creation of a didactic tool to show topics related to geography, history, art, culture and technology.
For the creation of this tool we used Arduino and Linux to generate the functions in Raspberry.
This project was presented in some internal competitions where it was evaluated by external judges from private companies, education coordinators from other governmental and private institutions and researchers. As a success story, this project won several times the first place and thanks to this the students started to give talks and samples of the project in other institutions.
Introduction: In this section the audience is introduced to the topic, explaining what the project was about, tools used, planning and impact. (10 minutes).
Definition of team roles: In this part the presenters explain what each of the roles consists of and the impact of the methodology used for the development of the activities. (20 minutes)
Project development: Each of the steps followed to create the interactive tool is explained in detail (30 minutes).
Importance of introducing new tools in learning environments: In this part all the skills developed during the creation of the project and how was their experience, how it has impacted their training and why this type of tools should be used in the subjects. (10 minutes)
https://www.wexterhome.com/proyectos-con-arduino/mapamundi-de-madera-para-pared/
https://tysmagazine.com/mapa-interactivo-la-evolucion-de-la-tierra-en-3d/
HERRAMIENTAS Y ESTRATEGIAS VISUALES PARA AMBIENTES DE APRENDIZAJE COMPUTACIONALES EN LA EDUCACIÓN NO PRESENCIAL, Sergio Martig – Perla Señas
TOOLS FOR ENVIRONMENTAL ACTION,
Nuevos ambientes de aprendizaje para una sociedad de la información, Universidad de las Islas Baleares (España).
Related exhibitors: | Johnnie Max |