STEAM art education in university education. Creative robotics for visual and digital literacy
DOI:
https://doi.org/10.31637/epsir-2024-847Keywords:
artistic educational methodologies, STEAM, visual literacy, digital literacy, university education, creative robotics, scratch, critical thinkingAbstract
Introduction: Faced with a digitalised society that demands educational proposals that incorporate visual literacy and ICT in the classroom, this research project was born with the aim of evaluating the effectiveness of a STEAM audiovisual educational programme aimed at improving students' audiovisual and digital skills. Methodology: In this study, students of the Bachelor's Degree in Primary Education (N=67) create storytelling using digital illustration and creative robotics (Scratch) to reflect on the challenges of today's society. A methodology based on Visual Arts and STEAM Project Based Learning is applied. Data is collected through a standardised pre- and post-training questionnaire and a rubric for the evaluation of the interactive video animations created by the students. Results: The results show differences between the pre- and post-training questionnaires, improvements in attitude and knowledge after the training. The evaluation of the interactive video animations shows an improvement in the audiovisual and digital competences and critical skills of the trainees. Discussions: The research shows the effectiveness of interdisciplinary learning based on Visual Arts and STEAM pedagogy, but also the need for further research into new methodologies to meet the challenges of society.
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Funding data
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Universidad de Granada
Grant numbers Euros: 2.900 -
HORIZON EUROPE Marie Sklodowska-Curie Actions
Grant numbers GA n° 101008060;Euros: 1.500.000