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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Educational Robotics in Action: Development of a Line- Following Robot through STEAM Methodology to Address Traffic Issues</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kevin Acuna-Condori</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Shirly Ríos-Pozo</string-name>
          <email>shirly.rios@unmsm.edu.pe</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Universidad Tecnológica del Perú</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pontificia Universidad Católica del Perú</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Universidad Nacional Mayor de San Marcos</string-name>
        </contrib>
      </contrib-group>
      <abstract>
        <p>This research delves into the implementation of the STEAM (Science, Technology, Engineering, Arts, Mathematics) methodology in the Peruvian educational context, specifically addressing traffic issues affecting the school community of the Private Educational Institution Berne, in Comas, Lima. Education in Peru faces substantial challenges as a result of the gaps generated by the COVID-19 pandemic, especially in strengthening critical competencies in basic-level students. This work describes how 6thgrade students, using educational robotics, seek to offer solutions to vehicular traffic problems by designing and building a line-following robot. With a theoretical-practical approach, students engaged in understanding and applying traffic engineering concepts and route algorithms, framed within an educational proposal that seeks to promote the integral and applied development of competencies. Additionally, the project conducts a comparative study through a control group and an experimental group to evaluate the impact of this methodological strategy on student learning and competency development. The findings are discussed considering their relevance and potential for the application of the STEAM methodology in the Peruvian educational context and how it can be a viable tool to address real and close problems to students, thus promoting meaningful learning connected with their immediate environment.</p>
      </abstract>
      <kwd-group>
        <kwd>Educational robotics</kwd>
        <kwd>STEAM Methodology</kwd>
        <kwd>Road problems</kwd>
        <kwd>Line following robot</kwd>
        <kwd>Science education1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        In contemporary Peru, the educational sector confronts distinctive challenges, predominantly
instigated by the schism engendered by the COVID-19 pandemic. This global health crisis has not
only impinged upon this nation but also perturbed educational systems worldwide, necessitating
the suspension of in-person instruction [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. This predicament intensified the obstacles in
sustaining continuous educational advancement, particularly in the light of constrained
technology access and a pronounced deficiency in teacher training in diverse methodologies.
These circumstances have further amplified pre-existing educational disparities [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Despite the
implementation of strategies by the Ministry of Education, these measures have fallen short in
bridging the educational divides that have emerged in this international context [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        Confronted with this landscape, it becomes essential to acknowledge the diminished
reinforcement of competencies in pivotal areas such as Mathematics, Communication, Science,
Technology, and Social Sciences among primary and secondary students in Peru [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
Consequently, the Peruvian educational framework is tasked with manifold challenges to assure
the achievement of the graduate profile delineated in the National Curriculum and to formulate
responses congruent with the National Educational Project. Hence, educators in Regular Basic
0000-0003-0125-1269 (K. Acuna-Condori); 0009-0000-5221-7074 (S. Rios-Pozo))
      </p>
      <p>© 2023 Copyright for this paper by its authors.</p>
      <p>CWPErooUrckResehdoinpgs hIStSpN:/c1e6u1r3-w-0s.o7r3g UCsEe UpeRrmWitteodrukndsehr oCrpeaPtivreoCcoememdoninsLgicsen(sCeEAtUtrRibu-WtionS4.o.0rIngt)ernational (CC BY 4.0).</p>
      <p>Education (RBE) schools are challenged to deploy agile and impactful methodologies that
endorse a holistic approach to the cultivation and enhancement of student competencies [5].</p>
      <p>In this context, the STEAM methodology emerges as a formidably promising and feasible
option for integration into the educational system [6, 7]. It enables students to adopt a
transdisciplinary perspective in devising comprehensive solutions to their targeted challenges
[8]. This project, therefore, is dedicated to bolstering a range of competencies associated with
STEAM fields, as well as the development of cross-disciplinary skills [9, 10].</p>
      <p>In this vein, the Private Educational Institution Berne, positioned in the Municipality of Comas,
Lima, Peru, represents a unique case study. The institution’s geographical location, adjacent to an
inadequately signposted avenue and near a market, engenders vehicular congestion due to the
movement of heavy and motorized vehicles during school hours, thereby posing safety challenges
for its students (Figure 1). This scenario, infused with a culture of disarray and limited traffic
education — elements perpetuated by parental and environmental influences through the social
acceptance of informality — has catalyzed incidents involving several members of the
educational community. In response, sixth-grade students from Cycle V of RBE have proposed the
development of a line-following robot aimed at emulating effective traffic solutions [11]. Through
this initiative, students gain insights into traffic engineering concepts and routing algorithms,
offering a practical and technological dimension to the learning and addressing of real-life issues
pertinent to their immediate surroundings.</p>
      <p>Thus, this article emerges not solely as a testament to educational innovation and resilience
but also as an illustrative example of the applicability of the STEAM methodology in addressing
and potentially alleviating the tangible, day-to-day challenges impacting the school community
and, by extension, the broader community.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Robotics and STEAM</title>
      <p>Educational robotics, heralded as a frontier in the academic realm, has established itself as a
cornerstone in the development of comprehensive competencies in students. Garcia-Fuentes [12]
underscores its potential application from early childhood, not only as a didactic tool that
permeates all academic areas, particularly STEAM, but also as a conducive medium for the
development of computational thinking. The latter is crucial in building skills for structuring
research and problem-solving, a fact highlighted by Acuña [13] in considering robotics and
computational thinking as catalysts for opening strategic learning spaces.</p>
      <p>A pivotal application in the field of educational robotics is the line-following robots, which, due
to their ability to be programmed to follow a specific path, are seen as suitable tools for fostering
the learning of digital and programming skills, especially at primary education levels [14]. This
conjunction of robotics and education opens a spectrum where experimentation and practical
application become fundamental, particularly when addressing problems of a traffic nature,
which require a practical and applied approach.</p>
      <p>In this respect, the STEAM methodology emerges as an educational approach that, by
integrating science, technology, engineering, art, and mathematics, fosters a harmonious
development of critical, creative, and reflective thinking in students [15]. The fundamental
premise of STEAM, as described by Simesterra [16], lies in its commitment to a less theoretical
and more practical education, encouraging students to explore through experimentation and
creativity. This method, based on an interdisciplinarity that seeks to amalgamate different areas
of knowledge to solve complex problems [17], has shown a positive impact at various educational
levels, including preschool, where it has promoted the development of critical and creative
competencies [18]. Moreover, in focused studies like that of Trujillo et al. [19], the
implementation of a STEAM approach has revealed a specific positive impact on the development
of creative thinking in children aged 9 to 11 years.</p>
      <p>On the other hand, the implementation of STEAM and robotics projects in primary education
classrooms has not only promoted creativity and problem-solving but has also opened a window
towards addressing social and civic themes such as road safety education [20]. Road safety
education, according to Poo [21], should focus not only on the transmission of knowledge but also
on the promotion of values and behaviors that support safe, responsible, and equitable transit.
This perspective of road safety education intertwines with the development of competencies that
educational robotics and the STEAM methodology can offer, building a bridge between theory
and practice, between learning concepts and their application in solving real problems in society.</p>
      <p>This conceptual intertwining of educational robotics, the STEAM methodology, and road safety
education presents a horizon in which education becomes a tangible and directly applicable tool
in solving social and civic problems, highlighting the preeminent role of active and practical
methodologies in the formation of conscious, critical, and proactive citizens in society.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <sec id="sec-3-1">
        <title>3.1. Participants</title>
        <p>In this experimental research, sixth-grade students from Cycle V of RBE, attending the Private
Educational Institution Berne, were involved. The selection of this educational level is based on
the appropriate level of maturity and cognitive skills developed by the students at this stage,
allowing for effective interaction and understanding regarding the use and development of the
line-following robot through the STEAM methodology, as well as a relevant aptitude for
perceiving and reflecting on the traffic issues focused on in the study.</p>
        <p>The Experimental Group consisted of students from the sixth-grade section “A”, while the
Control Group was made up of students from sixth-grade section “B”, both from the
aforementioned institution. Section "A" was selected to form the sample of this study based on
previously established criteria, such as availability, interest, and permission granted by guardians
and the institution, ensuring that participation in the study would not negatively interfere with
their regular academic activities or their general well-being. All students from experimental
group actively participated in the development, implementation, and evaluation of the
linefollowing robot in the educational context, and their interaction with it was crucial for the
collection of experimental data.</p>
        <p>On the other hand, the control group, comprising section "B", did not participate in the robot’s
development and implementation activities, but they were evaluated in parallel using the same
measurement instruments applied to the experimental group, in order to establish valid
comparisons regarding the impact of the intervention on the study variables. It should be noted
that ethical considerations were rigorously respected, ensuring confidentiality, voluntariness,
and the right to withdraw from the study at any time by the participants, in addition to
guaranteeing appropriate and fair treatment for all students involved, both in the experimental
and control groups.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Experimental Design</title>
      </sec>
      <sec id="sec-3-3">
        <title>3.2.1. Instruments</title>
        <p>The assessment of the impact of implementing the STEAM methodology using the
linefollowing robot on the achievement of competencies was conducted using a holistic rubric. This
rubric was designed to encompass indicators from the areas involved in the project, providing a
comprehensive and coherent evaluation. To ensure precise and multifaceted assessment, clear
and well-defined criteria aligned with the relevant cycle standards were established. Table 1
presents the breakdown of competencies, performances, and standards addressed, offering a
clear view of the educational objectives tackled.</p>
        <p>During the accompanying process, observation sheets, estimation scales, and checklists were
used as tools for continuous monitoring and assessment. These instruments enabled not only the
tracking of student progress but also the identification of areas for improvement and strength
throughout the project. The use of these tools contributed to a richer and more complete
formative and summative assessment.</p>
        <p>For the final evaluation, and as part of the certification process, a specific rubric was applied.
This rubric aligned with the levels of achievement established in the Peruvian educational
framework: beginning, process, and achieved. This stratification allowed for a more nuanced
evaluation of student performance and facilitated the identification of the levels of mastery
achieved by the students in each cycle standard.</p>
        <p>The results obtained from the application of this rubric are presented later, highlighting the
comparative outcomes between the experimental and control groups. This comparison enables
not only the assessment of the impact of the STEAM methodology and the use of the line-following
robot but also the identification of significant differences in learning and competency
development between both groups.</p>
        <p>To complement the quantitative evaluation and gain a deeper understanding of the project's
impact, a Likert scale survey [22] was applied to students from both experimental and control
groups. This survey consisted of 7 questions, distributed across three essential dimensions:
Motivation (Q1, Q2), Methodology (Q3, Q4), and Innovation (Q5, Q6, Q7). The survey's design
aimed to gather students' perceptions and opinions on the applied methodology and project
development, offering valuable insights into the educational experience from the students'
perspective. The following questions were considered in the survey:
• Q1. My interest and enthusiasm significantly increased during the project’s development.
• Q2. The project increased my motivation to learn and explore concepts of science and
technology.
• Q3. The methodology used in the project was effective in helping me understand key
concepts.</p>
        <sec id="sec-3-3-1">
          <title>STEAM</title>
          <p>Science
Technology</p>
        </sec>
        <sec id="sec-3-3-2">
          <title>Curricular</title>
          <p>Areas of the
Na7onal
Curriculum
of Peru
Science and</p>
          <p>Technology</p>
          <p>Q4. My learning experience was enriched by working in a team during the project.
Q5. The project helped me develop skills in creative and innovative thinking.</p>
          <p>Q6. The originality and creativity of the problems addressed in the project were
remarkQ7. The project encouraged me to think of innovative solutions to real problems.</p>
          <p>The combination of these assessment tools provided a holistic and multifaceted understanding
of the project's impact, allowing not only to measure the achievement of competencies and
standards but also to capture the perceptions and experiences of the involved students.</p>
          <p>Designs and constructs technological
solu=ons by iden=fying the causes of
technological problems and proposes
alterna=ve solu=ons based on scien=fic
knowledge.</p>
          <p>Represents one of these solu=ons,
including its parts or stages, through
structured diagrams or drawings.</p>
          <p>Establishes characteris=cs of form,
structure, and func=on, and explains
Implement the procedure, implementa=on
and validate resources; executes them using
the selected tools and materials.
technological Verifies the opera=on of the
solu=on technological solu=on, detec=ng
alterna=ve. inaccuracies, and makes adjustments</p>
          <p>to improve it.</p>
          <p>Evaluate and Explains the procedure, applied
communicate scien=fic knowledge, and limita=ons of
the the technological solu=on.
func=oning Evaluates its func=oning through tests,
and impacts of considering the established
your requirements, and proposes
technological improvements.
solu=on Infers the impacts of the technological
alterna=ve. solu=on.</p>
          <p>Personalize Navigates virtual environments
virtual effec=vely by coherently and
environments. organizedly personalizing their virtual
Manage space, represen=ng their iden=ty,
informa=on in knowledge, and ways of interac=ng</p>
          <p>with others.
(Informa=on and
Communica=on</p>
          <p>Technologies).</p>
          <p>Creates digital material (presenta=ons,
videos, documents, designs, among
others) by comparing and selec=ng
different ac=vi=es according to their
needs, aRtudes, and values.</p>
          <p>Develops individual or collabora=ve
ar=s=c projects, exploring alterna=ve
ways of combining and using elements,
media, materials, and ar=s=c and
technological techniques for crea=ve
problem-solving.</p>
          <p>Generates ideas by researching a
variety of sources and manipula=ng
the elements of the various languages
of the arts (dance, music, theater,
visual arts) to assess which ones best
fit their inten=ons.</p>
          <p>Plans and produces works that
communicate personal and social ideas
and experiences, incorpora=ng
influences from their own community
and other cultures.</p>
          <p>Records their processes, iden=fies the
essen=al aspects of their works, and
modifies them for improvement.</p>
          <p>Plans presenta=on spaces considering
their inten=ons and presents their
discoveries and crea=ons to a variety of
audiences.</p>
          <p>Evaluates whether they effec=vely
achieve their inten=ons.</p>
          <p>Solves problems involving modeling
the characteris=cs and loca=on of
objects into two-dimensional and
three-dimensional forms, their
proper=es, enlargement, reduc=on, or
rota=on.</p>
          <p>Describes and classifies right prisms,
quadrilaterals, triangles, circles, by
their elements: ver=ces, sides, faces,
angles, and by their proper=es; using
geometric language.</p>
          <p>Performs rota=ons in quarters and half
turns, transla=ons, enlargement, and
reduc=on of two-dimensional shapes
on the Cartesian plane. Describes paths
and loca=ons on maps.</p>
          <p>Manage Understand
space and the
the rela=onships
environ- between
ment natural and
responsi- social
bly elements.</p>
          <p>Handle
informa=on
sources to
comprehend
geographical
space and the
environment.</p>
          <p>Generate
ac=ons to
conserve the
local and
global
environment.</p>
          <p>Uses procedures and instruments to
enlarge, reduce, rotate, and construct
shapes; as well as to es=mate or
measure the length, surface area, and
capacity of objects, selec=ng the
appropriate conven=onal unit of
measure and making conversions.</p>
          <p>Explains their asser=ons about
rela=onships between elements of
geometric shapes and their measurable
aWributes, with concrete examples and
proper=es.</p>
          <p>Manages space and environment
responsibly by frequently engaging in
ac=vi=es for their care and reducing
vulnerability factors to climate change
and disaster risks in their school.</p>
          <p>Uses various cartographic and
sociocultural sources and tools to
locate elements in the geographical
space and environment, and compares
these spaces at different scales
considering the ac=on of social actors.</p>
          <p>Explains environmental and territorial
issues based on their causes,
consequences, and manifesta=ons at
various scales.</p>
        </sec>
      </sec>
      <sec id="sec-3-4">
        <title>3.2.2. Procedures</title>
        <p>The implementation of the STEAM methodology was conceived as an innovative proposal,
aimed at strengthening abilities and competencies, thereby ensuring the achievement of the
graduate profile, especially in the context of the pandemic where a slow progress in student
competencies was observed.</p>
        <p>The methodological work began in February 2023, during the school management sessions,
and was integrated into the institution's Annual Work Plan. During the first bimonthly period
(March, April, and part of May), a diagnostic assessment and characterization of the students
were conducted, allowing for an understanding of their progress levels in relation to the
competencies to be developed, their interests, and learning methods. It was identified that 80%
of the students were in the process of developing four of the selected competencies for the
project, and only one was at the achievement level (transversal), thus reinforcing the choice of
the group. Additionally, the diagnosis revealed a tendency towards active learning in the students,
preferably through integrative and collaborative activities, as opposed to passive methods or
individual practices. It was also identified that the students were facing an institutional problem,
already recognized in the Institutional Educational Project (PEI).</p>
        <p>The project planning was carried out at the end of the first bimonthly period, during the school
day. The implementation took place from May to July and comprised three phases:</p>
        <p>A. Proposal: Students from both groups, experimental and control, analyzed the situation to
be addressed and developed their action plan. In each group, work was conducted forming a
single team with all the students in the classroom, and they were involved in the creation of a
single line-following robot per group.</p>
        <p>B. Development and Implementation: The experimental group developed the project
following the STEAM methodology, guided by the teacher. This process involved continuous
support and feedback, both individually and as a group, ensuring personalized attention and
formative assessment. On the other hand, the control group developed a project following the
Problem-Based Learning (PBL) methodology.</p>
        <p>•
•</p>
        <p>Duration: 9 weeks</p>
        <p>Hours: 15 academic hours (45 minutes – 1 academic hour)</p>
        <p>Considering the approach of polyteaching in the Peruvian primary educational context, where
a teacher is responsible for teaching all areas, a schedule was managed that allowed working
through integrated areas, promoting transdisciplinarity. Thus, the development of the project
"Building a line-following robot as a proposal for improving vehicular management in our school"
was carried out in an integrated manner, not in isolation. The assigned hours were dedicated to
inquiry, construction of the plan, and creation of the line-following robot, following all the steps
and processes involved. While the experimental group was building the line-following robot, the
control group developed a 3D model proposing alternative routes, but without the ability to
simulate their management, a situation that was achieved by the experimental group.</p>
        <p>C. Closure: Students from both groups presented and exhibited their projects. The final
(certifying) evaluation and the analysis of the results of the application of the implemented
methodologies (STEAM and PBL) were conducted as part of the curriculum evaluation.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Development of a Line-Following Robot</title>
      <sec id="sec-4-1">
        <title>4.1. Design</title>
        <p>The design of the line-following robot was centered on combining engineering and
technological principles with a pedagogical approach based on the STEAM methodology, thus
promoting a transdisciplinary and participative integration in the educational process.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.1.1. Conceptualization</title>
        <p>Initially, the robot's conceptualization was based on identifying educational needs and
practical applications for addressing traffic issues. Solutions were sought that would not only
foster technical skills in students but also competencies related to problem-solving, teamwork,
and creativity. The concept was to develop a robot that, in addition to following lines on the
ground, could also serve as a tool for exploring and learning about traffic regulations and issues
in a practical and playful manner. Figure 2(a) shows the design, inspired by school transportation,
a familiar element to many students, thereby facilitating connection with the project.
Furthermore, the choice of a school bus reinforces the idea of addressing traffic issues in an
educational environment.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.1.2. Technical Specifications</title>
        <p>The electronic and mechanical parts are displayed in Figure 2(b). These components can be
categorized as: sensors, microcontroller, propulsion system, mechanics, communication, and
power.</p>
        <p>As a sensor, the TCRT5000 infrared module was used, consisting of an infrared LED emitter
that operates at a wavelength of 950nm and a phototransistor receiver to detect the color of the
surface and follow lines on the ground, giving the robot the ability to navigate through different
predefined and student-generated routes using insulating tape.</p>
        <p>For control and automation, an Arduino UNO was used, a board that is easily programmable
and has an active community, to facilitate learning and experimentation by students. The board
has 6 pins for analog input and 14 general-purpose digital pins, 6 of these digital pins have the
function of pulse width modulation (PWM).</p>
        <p>For the propulsion system, two motors with a nominal voltage of 12Vdc, 100RPM, and a
freerotation wheel were selected. Both motors were controlled by the L298n driver module that
provides up to 2A per channel, allowing the robot to maneuver efficiently through the
predetermined routes.</p>
        <p>A compact and lightweight chassis was designed with MDF cutting, with a differential mobile
robot configuration that allows good maneuverability and stability during movement.
Incorporation of mechanical components that are accessible and safe for students. A casing with
a school bus theme was adapted.</p>
        <p>For bidirectional communication, a Bluetooth HC05 module was connected, paired with an
application that functioned as a traffic light. The application was developed in MIT App Inventor.</p>
        <p>The system was powered by a 9V Opalux battery with 250mAh. The power was supplied
directly to the driver module and the ARDUINO UNO.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.1.3. Integration with the Traffic Light Application</title>
        <p>The robot integrates with a mobile application that simulates the functioning of a traffic light.
This application presents a simple interface with traffic light colors (red, amber, and green). Each
light has an associated command that the robot recognizes and acts accordingly. When the red
light is on in the application, the robot will stop; with the green light, it will continue its journey.
Communication between the robot and the application is achieved via Bluetooth, allowing
realtime interaction without perceptible delays.</p>
      </sec>
      <sec id="sec-4-5">
        <title>4.2. STEAM Implementation</title>
        <p>The implementation of the STEAM methodology in the development of the line-following
robot aligns transversally with the disciplines converging in this educational proposal, providing
a comprehensive framework that promotes both theoretical and practical learning, while
inspiring students to create innovative solutions to real-world problems.</p>
        <p>From a scientific perspective, the laws and physical principles governing the robot's
movement and orientation were explored, such as Newton's law and the principles of robotics.
Research was conducted on sensors and how they can perceive changes in their environment,
translating it into data that the robot can process and use to make decisions about its trajectory
and speed.</p>
        <p>In terms of technology, infrared sensor systems and motors were implemented, allowing the
robot to detect and follow a line drawn on the ground. Programming software was used, enabling
students to design, test, and optimize control algorithms for the robot's autonomous
decisionmaking. Additionally, different manufacturing technologies for the robot's parts and structures,
such as 3D printers and laser cutters, were explored.</p>
        <p>Engineering was present throughout the design and construction process of the robot.
Students applied concepts of mechanical and electrical engineering to design an efficient and
functional robotic system. Problem-solving skills were enhanced through constant adaptation
and optimization of the robot designs to improve their performance and reliability.</p>
        <p>Art was integrated through the aesthetic and functional design of the robot. Students were
encouraged to explore different shapes, colors, and arrangements of components to make the
robot not only functional but also aesthetically pleasing and representative. Visual and symbolic
narrative was also explored, using the robot as a medium to tell a story about solving traffic
problems through technology.</p>
        <p>Mathematics was an essential tool for the analysis and development of the project.
Mathematical logic was used to create algorithms that guided the robot along the desired route.
Additionally, mathematical concepts were employed to calculate distances, turning angles,
speeds, and other critical parameters for precise and controlled navigation of the robot.</p>
      </sec>
      <sec id="sec-4-6">
        <title>4.2.1. STEAM Integration in the Project</title>
        <p>The STEAM methodology was implemented not only as a means to develop the line-following
robot but also as a comprehensive educational approach. Students actively engaged in each stage,
experimenting, learning, and applying knowledge from various disciplines in a practical and
applied context. Moreover, this transdisciplinary approach not only facilitates the acquisition of
specific knowledge from each area but also develops soft skills, such as teamwork,
communication, problem-solving, and creativity, which are fundamental for the personal and
professional development of students.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Results and Discussion</title>
      <p>This research aimed to assess the impact of developing a line-following robot using the STEAM
methodology on the acquisition of competencies and student motivation. A comparative
evaluation between the experimental group (E) and the control group (C) revealed significant
data.</p>
      <p>Competencies were evaluated under five categories: design and construction of technological
solutions (C1), performance in virtual environments generated by Information and
Communication Technologies (C2), creation of projects using artistic languages (C3),
problemsolving in form, movement, and location (C4), and responsible management of space and the
environment (C5).</p>
      <p>According to Figure 3(a), the experimental group demonstrated significant acquisition of
competencies in all categories, with achievement percentages exceeding 80%, particularly
notable in C1, C2, and C5 (91.7%). This contrasts with the control group, where achievement
percentages were lower, notably in C1 at 60%.</p>
      <p>Regarding Figure 3(b), which represents the process level in competency acquisition, it was
observed that in the experimental group, the percentages did not exceed 16.7%, suggesting a
more solid consolidation of competencies. In contrast, the control group showed higher
percentages, indicating a higher level of process and a less consolidated acquisition of
competencies.</p>
      <p>Figure 4 illustrates the students’ perception of their learning experience and motivation, based
on key questions (Q1-Q7). Here, values represent the average of responses, with 5 being the
highest.</p>
      <p>The experimental group displayed high levels of interest and enthusiasm (Q1), with several
students rating 4 or more. A similar trend was observed in the motivation to learn and explore
science and technology concepts (Q2). The effectiveness of the methodology (Q3) was also highly
valued, suggesting that the practical application and STEAM focus were beneficial.</p>
      <p>The experience of teamwork (Q4) and the development of creative and innovative thinking
skills (Q5) received positive evaluations, albeit with greater variability in responses. This might
indicate that while the project promoted these skills, individual experience may have influenced
the perception of their development.</p>
      <p>As for the control group, while it generally showed high motivation and enthusiasm (Q1 and
Q2), more significant variability in responses was observed, especially in the originality and
creativity of the addressed problems (Q6) and the drive to think of innovative solutions (Q7). This
may suggest that, although they were motivated, the depth and focus of their learning could have
been different from the experimental group.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions</title>
      <p>The outcomes of this investigation emphatically demonstrate the efficacy of the STEAM
methodology in the realm of education, manifested through the significant enhancement of skill
acquisition and heightened motivation within the experimental cohort. The construction of the
line-following robot extended beyond the mere reinforcement of technical proficiencies such as
design and assembly of technological solutions; it also cultivated pivotal transversal
competencies, encompassing creativity, collaborative teamwork, and responsible environmental
stewardship. This synthesis of diversified knowledge and skills accentuates the necessity of an
educational paradigm that adeptly harmonizes theoretical and practical elements, thus
propelling students to apply their learning in complex, real-world contexts.</p>
      <p>The implications of these findings are profound for the formulation of pedagogical strategies
in science and technology education. Implementing practical projects founded on STEAM
principles not only augments the educational experience but also equips students to confront
contemporary global challenges with a mindset characterized by innovation and adaptability.
Hence, it is advocated that curricula incorporate analogous projects, aiming to nurture a
comprehensive skillset that includes, but is not limited to, technical expertise, critical thinking,
creativity, and collaborative capabilities, essential for navigating the complexities of the modern
global landscape.
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infancia y el hogar: un estudio en la prensa digital, Digital Education Review (2022)
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