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Export Reference (APA)
Antunes, M. & Trigo, A. (2024). Scientific Whispers: Mapping Innovative Pedagogies in STEAM and Programming Education. In 5th International Computer Programming Education Conference (ICPEC 2024).
Export Reference (IEEE)
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
Export BibTeX
@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"
}
Export RIS
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  -