Steam as an approach for interactive learning of computer-aided design

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Andrea Isabel Barrera Siabato
Nelson Vargas Tejedor
Juan Pablo Ávila Moreno
Nidia Milena Moreno López
Ana María Barrera Siabato

Abstract

STEAM (Science, Technology, Engineering, Arts and Mathematics) arises in the
United States as a pedagogical approach for the identification and resolution of problems
where a level of independence is granted to students with the purpose of having a
learning classroom based on collaborative work and that can enhance the appropriation
of concepts and topics that integrate skills and abilities in different disciplinary areas.
From a descriptive, exploratory mixed approach, carried out with university students from
Yopal Casanare who have seen the CAD Computer Aided Design course and where the
appropriation of the concepts and competences expected in engineering training areas
presents a certain degree of difficulty, elements of the model are applied to achieve an
interactive learning of the subject through research processes and the use of educational
robotics that allow better academic results, placing the student as a dynamic, participative
actor, with the capacity to innovate, create and transform real needs into specific solutions,
being the starting point for teachers and directors in the linking of good educational
practices through the incorporation of contents and learning tools for the strengthening of
skills and competencies in the professional work of the engineer.

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Artículos Vol. 13-1

How to Cite

Steam as an approach for interactive learning of computer-aided design. (2022). Ingenio Magno, 1(1), 80-95. https://revistas.santototunja.edu.co/index.php/ingeniomagno/article/view/2575

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