<p>This study evaluated the effectiveness of integrated robotics education (IRE) within science, technology, engineering, arts, mathematics (STEAM) at a Brazilian school, targeting 6th–9th graders for the Tournament Brazil of Robotics (TBR) amidst challenges and limited research on STEAM teaching practices and aiming to provide a practical approach to STEAM teaching. A theoretical conceptual model for STEAM education was employed, focusing on two areas: instructional content (problem solving, disciplinary integration, cognitive/interactive/creative skills) and learning context (instructional approaches, assessment, equitable participation), emphasizing interdisciplinary, real-world problem solving, and collaborative learning. Implementing STEAM-based IRE improved the TBR regional stage performance from 68.18% in 2018 to 82.29% in 2019. The activities surpassed traditional methods by emphasizing active student engagement and enhancing learning gains. Success was achieved through hosting events, engaging student mentors, boosting confidence, and showcasing the impact of STEAM on robotics education. Furthermore, this exploration of the TBR as a rich and multifaceted learning environment underscores the tournament’s role in enhancing educational outcomes. The study underscores the importance of resources, teacher training, and curriculum design for effective robotics integration.</p>

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Impact of STEAM-Based Integrated Robotics Education (IRE) on Student Performance in the Tournament Brazil of Robotics (TBR) Interactive Learning Environment

  • Adriana Nascimento Figueira Gavazzi,
  • Durval Rodrigues Jr.,
  • Rita C. L. B. Rodrigues

摘要

This study evaluated the effectiveness of integrated robotics education (IRE) within science, technology, engineering, arts, mathematics (STEAM) at a Brazilian school, targeting 6th–9th graders for the Tournament Brazil of Robotics (TBR) amidst challenges and limited research on STEAM teaching practices and aiming to provide a practical approach to STEAM teaching. A theoretical conceptual model for STEAM education was employed, focusing on two areas: instructional content (problem solving, disciplinary integration, cognitive/interactive/creative skills) and learning context (instructional approaches, assessment, equitable participation), emphasizing interdisciplinary, real-world problem solving, and collaborative learning. Implementing STEAM-based IRE improved the TBR regional stage performance from 68.18% in 2018 to 82.29% in 2019. The activities surpassed traditional methods by emphasizing active student engagement and enhancing learning gains. Success was achieved through hosting events, engaging student mentors, boosting confidence, and showcasing the impact of STEAM on robotics education. Furthermore, this exploration of the TBR as a rich and multifaceted learning environment underscores the tournament’s role in enhancing educational outcomes. The study underscores the importance of resources, teacher training, and curriculum design for effective robotics integration.