Scientific Whispers: Mapping Innovative Pedagogies in STEAM and Programming Education

Authors Margarida Antunes , António Trigo



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Author Details

Margarida Antunes
  • Polytechnic University of Coimbra, Portugal
António Trigo
  • Polytechnic University of Coimbra, Portugal
  • CEOS.PP, ISCAP, Polytechnic of Porto, Portugal

Acknowledgements

A special acknowledgment is extended to the reviewers, for their diligent analysis, which has greatly contributed to enhancing not only this work but also the more comprehensive project currently under development.

Cite AsGet BibTex

Margarida Antunes and António Trigo. Scientific Whispers: Mapping Innovative Pedagogies in STEAM and Programming Education. In 5th International Computer Programming Education Conference (ICPEC 2024). Open Access Series in Informatics (OASIcs), Volume 122, pp. 8:1-8:12, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2024)
https://doi.org/10.4230/OASIcs.ICPEC.2024.8

Abstract

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.

Subject Classification

ACM Subject Classification
  • Applied computing → Education
  • Software and its engineering → General programming languages
Keywords
  • Education
  • STEAM Education
  • Programming Education
  • Teaching Methodologies
  • Innovative Approaches
  • Mapping
  • Systematic Literature Review

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