Abstract
This case study explores gamified educational practices in STEAM education through the use of “Lunabot,” an educational robot, in rural areas of Arequipa, Peru. Implemented in community centers known as “tambos,” the project engaged youth using robotics and iterative design to enhance learning. A mixed-methods approach was employed, including exploratory and confirmatory factor analyses using structural equation modeling. A student questionnaire measured interest and resistance to gamified learning, yielding strong reliability (Cronbach’s alpha = 0.765; McDonald’s omega = 0.864). Results indicate that competitive and challenging activities using Lunabot significantly improved student engagement and motivation. This study demonstrates the potential of integrating robotics and gamification to foster STEAM learning in remote settings.
| Original language | American English |
|---|---|
| Pages (from-to) | 108-130 |
| Number of pages | 23 |
| Journal | Interaction Design and Architecture(s) |
| Issue number | 63 |
| DOIs | |
| State | Indexed - 2024 |
Bibliographical note
Publisher Copyright:© (2024), (ASLERD). All Rights Reserved.
Keywords
- Fabrication Laboratory
- Gamification
- SEM
- SMART PLS
- STEAM
- didactic
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