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Documents authored by Antunes, Margarida


Document
Scientific Whispers: Mapping Innovative Pedagogies in STEAM and Programming Education

Authors: Margarida Antunes and António Trigo

Published in: OASIcs, Volume 122, 5th International Computer Programming Education Conference (ICPEC 2024)


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.

Cite as

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)


Copy BibTex To Clipboard

@InProceedings{antunes_et_al:OASIcs.ICPEC.2024.8,
  author =	{Antunes, Margarida and Trigo, Ant\'{o}nio},
  title =	{{Scientific Whispers: Mapping Innovative Pedagogies in STEAM and Programming Education}},
  booktitle =	{5th International Computer Programming Education Conference (ICPEC 2024)},
  pages =	{8:1--8:12},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-347-8},
  ISSN =	{2190-6807},
  year =	{2024},
  volume =	{122},
  editor =	{Santos, Andr\'{e} L. and Pinto-Albuquerque, Maria},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2024.8},
  URN =		{urn:nbn:de:0030-drops-209770},
  doi =		{10.4230/OASIcs.ICPEC.2024.8},
  annote =	{Keywords: Education, STEAM Education, Programming Education, Teaching Methodologies, Innovative Approaches, Mapping, Systematic Literature Review}
}
Document
Teaching Programming Courses with Digital Educational Escape Rooms (DEER): A Conceptual Proposal Conducive to Learning by Trial and Error

Authors: Antonio Trigo and Margarida Antunes

Published in: OASIcs, Volume 122, 5th International Computer Programming Education Conference (ICPEC 2024)


Abstract
In the field of programming education, the advent of new technologies such as ChatGPT has reshaped the landscape, challenging traditional methods and requiring new approaches to engage students effectively. Conventional teaching techniques find it hard to compete in a world where digital requests with instant feedback are plentiful. This shift emphasises the importance of innovative strategies, such as educational digital escape rooms, in programming education. By taking advantage of immersive storytelling and interactive challenges, these digital environments captivate students' interest and facilitate active learning. Instead of passively consuming information, students have the ability to apply programming concepts in a dynamic and gamified environment, promoting a deeper understanding and retention of the concepts. This paper presents a first effort in a work in progress to build an educational platform based on the digital escape room concept to be used in the classroom (or at home) throughout the school term.

Cite as

Antonio Trigo and Margarida Antunes. Teaching Programming Courses with Digital Educational Escape Rooms (DEER): A Conceptual Proposal Conducive to Learning by Trial and Error. In 5th International Computer Programming Education Conference (ICPEC 2024). Open Access Series in Informatics (OASIcs), Volume 122, pp. 9:1-9:8, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2024)


Copy BibTex To Clipboard

@InProceedings{trigo_et_al:OASIcs.ICPEC.2024.9,
  author =	{Trigo, Antonio and Antunes, Margarida},
  title =	{{Teaching Programming Courses with Digital Educational Escape Rooms (DEER): A Conceptual Proposal Conducive to Learning by Trial and Error}},
  booktitle =	{5th International Computer Programming Education Conference (ICPEC 2024)},
  pages =	{9:1--9:8},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-347-8},
  ISSN =	{2190-6807},
  year =	{2024},
  volume =	{122},
  editor =	{Santos, Andr\'{e} L. and Pinto-Albuquerque, Maria},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2024.9},
  URN =		{urn:nbn:de:0030-drops-209789},
  doi =		{10.4230/OASIcs.ICPEC.2024.9},
  annote =	{Keywords: Education, University, Programming, Serious Games, Escape Rooms, Gamification}
}
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