TY - JOUR
T1 - Gamification and robotics in steam education
T2 - a case study in rural areas of Arequipa and Huancayo: Integrating lunabot for technological advancement and iterative design in robotics learning
AU - Salcedo, Juan Diego Cerrón
AU - Lucano, Jair Jesús León
AU - Hinostroza, Alberto Torres
AU - De los Rios Rosado, Joaquin
AU - Condori, Klinge Villalba
N1 - Publisher Copyright:
© (2024), (ASLERD). All Rights Reserved.
PY - 2024
Y1 - 2024
N2 - 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.
AB - 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.
KW - Fabrication Laboratory
KW - Gamification
KW - SEM
KW - SMART PLS
KW - STEAM
KW - didactic
UR - https://www.scopus.com/pages/publications/105008203254
U2 - 10.55612/s-5002-063-006
DO - 10.55612/s-5002-063-006
M3 - Original Article
AN - SCOPUS:105008203254
SN - 1826-9745
SP - 108
EP - 130
JO - Interaction Design and Architecture(s)
JF - Interaction Design and Architecture(s)
IS - 63
ER -