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Antunes, M. & Trigo, A. (2024). Scientific Whispers: Mapping Innovative Pedagogies in STEAM and Programming Education. In 5th International Computer Programming Education Conference (ICPEC 2024).
M. Antunes and A. R. Ribeiro, "Scientific Whispers: Mapping Innovative Pedagogies in STEAM and Programming Education", in 5th Int. Computer Programming Education Conf. (ICPEC 2024), 2024
@inproceedings{antunes2024_1765119394377,
author = "Antunes, M. and Trigo, A.",
title = "Scientific Whispers: Mapping Innovative Pedagogies in STEAM and Programming Education",
booktitle = "5th International Computer Programming Education Conference (ICPEC 2024)",
year = "2024",
editor = "",
volume = "",
number = "",
series = "",
doi = "10.4230/OASIcs.ICPEC.2024.8",
publisher = "",
address = "",
organization = "",
url = "https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2024.8"
}
TY - CPAPER TI - Scientific Whispers: Mapping Innovative Pedagogies in STEAM and Programming Education T2 - 5th International Computer Programming Education Conference (ICPEC 2024) AU - Antunes, M. AU - Trigo, A. PY - 2024 DO - 10.4230/OASIcs.ICPEC.2024.8 UR - https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2024.8 AB - Traditional education, especially in STEAM and programming, faces several challenges in capturing the attention and stimulating the new student generation. These challenges are exacerbated by rigid teaching methods and reflect a global difficulty in the educational sector, primarily stemming from the disconnect between traditional teaching and the contemporary needs of the modern world. This article presents a systematic literature review with a mapping study to explore innovative approaches currently employed in teaching, specifically focusing on STEAM and programming education. The conclusions reached make a significant contribution to the field of education, and the mapping conducted has identified the teaching methodologies most researched and investigated by the scientific community. This research also presents a classifying proposal for those methodologies, considering their characteristics and weighing up three dimensions: resources, implementation and receptiveness. As a final reflection, some emerging methodologies were identified that are believed to have great potential to be used for STEAM and programming education. ER -
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