E-textiles para la educación STEAM en educación primariauna revisión sistemática

  1. Paola Guimeráns-Sánchez 1
  2. Almudena Alonso-Ferreiro 1
  3. María-Ainoa Zabalza-Cerdeiriña 1
  4. Inés María Monreal-Guerrero 2
  1. 1 Universidade de Vigo (España)
  2. 2 Universidad de Valladolid (España)
Revista:
RIED: revista iberoamericana de educación a distancia

ISSN: 1138-2783

Ano de publicación: 2024

Título do exemplar: Tendencias en la Educación Digital

Volume: 27

Número: 1

Páxinas: 417-448

Tipo: Artigo

DOI: 10.5944/RIED.27.1.37645 DIALNET GOOGLE SCHOLAR lock_openAcceso aberto editor

Outras publicacións en: RIED: revista iberoamericana de educación a distancia

Obxectivos de Desenvolvemento Sustentable

Resumo

The growing interest in implementing maker education has highlighted the potential of electronic textiles (e-textiles) in the field of education. This article employs a systematic review methodology to characterize the scientific literature related to the educational use of e-textiles in primary education, focusing on their role in activities that stimulate diverse knowledge, abilities, and skills within the framework of Science, Technology, Engineering, Art, and Mathematics (STEAM) competencies. The review covers the period from 2006 to 2021, adhering to the PRISMA standards. Four prestigious international databases (Scopus, ERIC, WoS, and ACM) were consulted, resulting in the identification of 483 articles. After screening, 35 articles that met the predefined eligibility criteria were selected for analysis. The results and discussions elucidate that the majority of studies were conducted in non-formal educational settings, predominantly utilizing the LilyPad kit as the primary tool. The findings provide data supporting the effectiveness of e-textiles in facilitating learning related to computing, circuits and computational thinking. Numerous studies suggest that the use of e-textiles contributes to equity in STEAM competency acquisition, particularly notable due to the prevalence of female authorship in this field. In conclusion, our study demonstrates that the integration of e-textiles into educational activities for students aged 6 to 13 promotes STEAM skills across all domains. This impact extends to both formal and non-formal contexts, with methodologies designed to encourage student participation and competency-based learning

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