STEAM and Educational Applications with 3D Printing
Abstract
The STEAM methodology is based on the integrated learning of science, technology, engineering, arts and mathematics disciplines in an interdisciplinary framework. Education seeks to promote the transversality of knowledge in children and young people to guarantee meaningful learning, which also involves the development of skills and types of thinking such as scientific, quantitative, visuospatial processing, among others. Its fundamental principle is experience-based learning, combined with project-based learning with an innovative approach to teaching. It involves the integration of learning with TICs, the appropriation of knowledge in scientific areas, it promotes creative capacity and imagination.In this sense, the learning spaces generated are collaborative spaces, which provide the conditions to develop mathematical thinking, computational thinking, emotional management skills in young people and enhance communication skills with their peers.Under this framework, 3D printing technology now more accessible and within the reach of children in educational institutions, allows venturing into rapid prototyping for the generation of physical models and the practical consolidation of ideas, achieving more interesting classes for students. Thus, three-dimensional printing technology is being used more and more in education at all levels. This paper discusses the different applications that can be given to rapid prototyping through 3D printing in education and how it can influence the STEAM skills acquired by students.
Keywords: Rapid Prototyping, Active Methodologies, STEAM, 3D printing
DOI: 10.54941/ahfe1001593
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