11 research outputs found
ICT Motivation in Sixth-Grade Students in Pandemic Times—The Influence of Gender and Age
Information and communication technology (ICT) is being immersed in people’s daily lives
at an increasingly younger age. It has been key for adolescents to pursue distance education, and
their use and mastery of technological means and tools with Internet access has increased. In this
study, the motivation, specifically in the interest, digital competence, autonomy, and social interaction,
generated by ICTs in the daily lives of adolescents during the pandemic caused by COVID-19 was
analyzed. In the study, the objective was to study the motivation, use and commitment generated by
ICTs in these students in relation to their gender and age after their confinement to the classroom
caused by the first wave of incoming students. An experimental method of descriptive and correlative
design was used along with a quantitative method to analyze the data. The data were obtained in the
year 2020 through a validated questionnaire committed to the ICT scale used by PISA (Programme
for International Student Assessment). A total of 924 students from the sixth grade of primary
education in the autonomous city of Ceuta (Spain), aged between 10 and 13, participated in the
sample. The results reveal that the motivation and commitment to ICT in these age groups were
medium in relation to the total mean of results on a Likert-5 scale. Boys scored higher in all the
variables analyzed, and both age and gender show correlations, in addition to the factor of prediction.
In conclusion, students in the sixth year of primary education, after the confinement period, were
medium-high in their use and engagement of ICT. In addition, gender and age affected ICT use
and engagement
Impact of the Pandemic on STEAM Disciplines in the Sixth Grade of Primary Education
The demand for professionals entering the labor market requires knowledge and disciplines
in the areas of Science, Technology, Engineering, Art and Mathematics (STEAM). Schools are the
first link to train competent students for today’s society. However, the pandemic has conditioned
the teaching–learning methodologies based on promoting STEAM in educational centers, which is
the reason that leads us to carry out this study. The main objective of the research is to evaluate
the STEAM dimensions in the sixth grade of primary education in times of pandemic. The study
method is based on a quasi-experimental, descriptive and correlational design with an experimental
group and a control group. The data are collected through a validated questionnaire, pre-test and
post-test, which develops an assessment of student collaboration in STEAM activities. The sample is
made up of 142 Spanish students, of which 68 belong to the control group and 74 to the experimental
group. The conclusions of the study highlight that the active methodologies, based on computational
thinking and on makerspaces of the future classroom, influenced the STEAM dimensions of the
experimental group before the pandemic. However, the pandemic and the health restrictions in
face-to-face classes led to a negative assessment of the experimental group in the STEAM dimensions
STEAM in Primary Education. Impact on Linguistic and Mathematical Competences in a Disadvantaged Context
This research has studied the impact of the use of STEAM (Science, Technology,
Engineering, Art, and Mathematics) in education, specifically in the development of
linguistic and mathematical skills. The instruments used to extract the learning results
were the external evaluation tests carried out by the National Institute of Educational
Evaluation INEE over a period of 4 years. The study included 242 third-level primary
school students from an educational center in the city of Ceuta (Spain) located in a
disadvantaged area. The objectives of the study were to describe the learning results
obtained in the respective competencies according to the sex and the migratory history
of the students’ parents, to compare the results obtained before and during the
use of STEAM and to determine if there is a correlation between the understanding
of writing and problem solving. The research method was quantitative descriptive,
cross-sectional and correlational. The results of the study showed that the transversal
and coordinated use of STEAM improves the learning outcomes of linguistic and
mathematical competence of students of the third year of Primary Education, especially
speaking, oral comprehension and calculation. The results were, in general, more
positive in the case of girls and students whose parents were born in Spain. The study
also revealed that there is a positive correlation between reading comprehension and
problem solving
Scientific Performance and Mapping of the Term STEM in Education on the Web of Science
Technological progress is causing terms such as “STEM”, an acronym for Science, Technology,
Engineering and Mathematics, to burst into the educational arena, marking a new era in the application
of innovative and motivating teaching and learning processes. The objective of this research is to
analyze the trajectory and the transcendence of the “STEM” concept in the educational field, having as
reference the reported literature of Web of Science. The methodology applied in this research is based
on bibliometrics, analyzing both the performance and the structural and dynamic development of the
concept through a co-word analysis. The total number of documents analyzed is 4390. The results
show that the scientific community mainly uses English and research papers to present their results.
From 2015 onwards, the main lines of research are beginning to be established, which focus on
“women” and “science”. It can be concluded that the term “STEM” in education is beginning to have
a greater incidence and impact on the processes of teaching and learning, especially in the field of
science, although there are currently discrepancies between men and women in its use
ICT Motivation in Sixth-Grade Students in Pandemic Times—The Influence of Gender and Age
Information and communication technology (ICT) is being immersed in people’s daily lives at an increasingly younger age. It has been key for adolescents to pursue distance education, and their use and mastery of technological means and tools with Internet access has increased. In this study, the motivation, specifically in the interest, digital competence, autonomy, and social interaction, generated by ICTs in the daily lives of adolescents during the pandemic caused by COVID-19 was analyzed. In the study, the objective was to study the motivation, use and commitment generated by ICTs in these students in relation to their gender and age after their confinement to the classroom caused by the first wave of incoming students. An experimental method of descriptive and correlative design was used along with a quantitative method to analyze the data. The data were obtained in the year 2020 through a validated questionnaire committed to the ICT scale used by PISA (Programme for International Student Assessment). A total of 924 students from the sixth grade of primary education in the autonomous city of Ceuta (Spain), aged between 10 and 13, participated in the sample. The results reveal that the motivation and commitment to ICT in these age groups were medium in relation to the total mean of results on a Likert-5 scale. Boys scored higher in all the variables analyzed, and both age and gender show correlations, in addition to the factor of prediction. In conclusion, students in the sixth year of primary education, after the confinement period, were medium-high in their use and engagement of ICT. In addition, gender and age affected ICT use and engagement
STEAM en Educación Primaria: impacto en las competencias y motivación del alumnado de Ceuta
Esta tesis realizada bajo el formato de compendio de publicaciones, aborda el
impacto que tienen las TIC y concretamente STEAM (por sus siglas en inglés procedente de
ciencias, tecnología, ingeniería, arte y matemáticas) en la Educación Primaria en la Ciudad
Autónoma de Ceuta. Si las herramientas y dispositivos electrónicos estaban asumiendo un papel
importante dentro de las metodologías educativas, la COVID-19 y el confinamiento han acelerado
este proceso. Por este motivo, la época de pandemia y sus restricciones sanitarias en los centros
escolares ha sido un factor que se ha tenido en cuenta durante el estudio. En la etapa de secundaria
los estudiantes tienen que elegir estudiar ciencias o arte. Sin embargo, en este estudio analizamos
desde edades más tempranas, concretamente la Educación Primaria, como la influencia de las artes
y la creatividad pueden estar vinculadas y ser estudiadas de manera transversal con la competencia
STEM, influyendo en diferentes ámbitos y disciplinas. Es tal la trascendencia, que incluso, el
Ministerio de Educación y Formación Profesional ha incorporado la competencia STEM (incluye
la E de ingeniería por su sigla en inglés) y el Pensamiento Computacional en el currículo de
Educación Primaria establecido por la LOMLOE (2020). Aunque antes de estas actualizaciones
legislativas en educación, ya existían centros educativos que apostaban por la presencia de
metodologías activas que incluían las TIC, zonas y espacios de creación con contenidos como la
robótica, la programación por bloques o la Inteligencia Artificial.
Además, las Tecnologías de la Información y Comunicación (TIC) están vinculadas con
las disciplinas STEAM e inmersas en la vida cotidiana de las personas desde edades cada vez más
tempranas. Las TIC han sido clave en los adolescentes para seguir una educación a distancia y ha
provocado un mayor uso y dominio de las mismas. Por este motivo, el primer estudio de esta
tesis analiza la motivación que generan las TIC en los adolescentes en la época de pandemia
provocada por la COVID-19. El objetivo del estudio es conocer el uso y el compromiso que
generan las TIC en estos estudiantes, en relación al género y la edad, tras la incorporación a las
aulas provocada por el confinamiento de la primera ola. El método de estudio responde a un diseño
de carácter cuasiexperimental de tipo descriptivo y correlativo, sustentado en un método
cuantitativo en el tratamiento de los datos. Los datos han sido obtenidos a través de un cuestionario
validado llamado uso y compromiso de las TIC, en el que han participado un total de 924
estudiantes de 6º de Educación Primaria de la ciudad autónoma de Ceuta (España), con edades
comprendidas entre los 10 y 13 años Los resultados revelan que la motivación, uso y compromiso
de las TIC en estas edades es medio-alto, además, los chicos presentan una mayor valoración en
todas las variables analizadas y, tanto en el género como en la edad, existe correlación, además,
de existir factores predictivos. En conclusión, el uso y compromiso de las TIC en estudiantes de
6º de Educación Primaria, después del periodo de confinamiento, es medio-alto. Los chicos
presentan una mayor valoración que las chicas y, tanto en el género como en la edad existe
correlación y factores predictivos.
El segundo estudio investiga el impacto que genera el uso de STEAM en educación,
concretamente en el desarrollo de las competencias lingüística y matemática. Los resultados de
aprendizaje se obtuvieron de las pruebas externas de evaluación realizadas por el Instituto
Nacional de Evaluación Educativa (INEE), en un periodo de cuatro años. En el estudio han
participado 242 estudiantes del tercer nivel de Educación Primaria de un centro educativo de la
ciudad de Ceuta ubicado en una zona desfavorecida. Los objetivos del estudio fueron describir los
resultados de aprendizaje obtenidos en sendas competencias en función del sexo y los antecedentes
de inmigración de los progenitores de los estudiantes, comparar los resultados obtenidos antes y
durante el uso de STEAM, y determinar si existe correlación entre la comprensión escrita y la resolución de problemas. Se trata de un estudio cuantitativo descriptivo, de tipo transversal y
correlacional. Los resultados de la investigación evidencian que el uso transversal y coordinado
de STEAM, mejora los resultados de aprendizaje de la competencia lingüística y competencia
matemática del alumnado del tercer curso de Educación Primaria, especialmente la expresión y
comprensión oral y el cálculo. Los resultados son, en general, más positivos en el caso de las chicas
y del alumnado cuyos progenitores han nacido en España. El estudio reveló, igualmente, que existe
una correlación positiva entre la comprensión lectora y la resolución de problemas.
La demanda de profesionales que acceden al mercado laboral requiere de conocimientos y
disciplinas hacia las áreas STEAM. Las escuelas son el primer eslabón para formar estudiantes
competentes para la sociedad actual. Sin embargo, la pandemia ha condicionado las metodologías
de enseñanza-aprendizaje basadas en fomentar STEAM en los centros educativos, motivo que nos
conduce a realizar el tercer estudio de la tesis, cuyo objetivo principal de la investigación es
evaluar las dimensiones STEAM en 6º grado de Educación Primaria en época de pandemia. El
método de estudio está basado en un diseño de carácter cuasiexperimental, de tipo descriptivo y
correlacional con un grupo experimental y otro control. Los datos han sido recogidos a través de
un cuestionario validado, pre-test y post-test, que mide “la Co-Medida: Desarrollo de una
evaluación para la colaboración de los estudiantes en actividades STEAM”. La muestra está
formada por 142 estudiantes españoles, de los cuales 68 pertenecen al grupo control y 74 al grupo
experimental. Las conclusiones del estudio destacan que las metodologías activas, basadas en
Pensamiento Computacional y en Makerspaces dentro de un Aula del Futuro influyen en las
dimensiones STEAM del grupo experimental antes de la pandemia. Sin embargo, la pandemia y
las restricciones sanitarias en las clases presenciales, han supuesto una valoración negativa del
grupo experimental en las dimensiones STEAM.This thesis carried out under the format of a compendium of publications,
addresses the impact of ICT and specifically STEAM (for its acronym in English from
science, technology, engineering, art and mathematics) in Primary Education in the
Autonomous City of Ceuta. If electronic tools and devices were assuming an important role
within educational methodologies, COVID-19 and confinement have accelerated this process.
For this reason, the time of the pandemic and its sanitary restrictions in schools has been a
factor that has been taken into account during the study. At the secondary stage, students have
to choose to study science or art. However, in this study we analyse from earlier ages,
specifically Primary Education, how the influence of the arts and creativity can be linked and
studied transversally with STEM competence, influencing different fields and disciplines. The
importance is such that even the Ministry of Education and Vocational Training has
incorporated the STEM competence (includes the E for engineering) and Computational
Thinking in the Primary Education curriculum established by the LOMLOE (2020). Although
before these legislative updates in education, there were already educational centres that were
committed to the presence of active methodologies that included ICT, creation zones and
spaces with content such as robotics, block programming or Artificial Intelligence.
In addition, Information and Communication Technologies (ICT) are linked to the
STEAM disciplines and immersed in the daily lives of people from increasingly early ages.
ICTs have been key for adolescents to follow distance education and have led to greater use
and mastery of them. For this reason, the first study of this thesis analyses the motivation
generated by ICT in adolescents in the time of the pandemic caused by COVID-19. The
objective of the study is to know the use and commitment generated by ICT in these students,
in relation to gender and age, after their incorporation into the classroom caused by the confinement of the first wave. The study method responds to a quasi-experimental design of
descriptive and correlative type, supported by a quantitative method in data treatment. The
data has been obtained through a validated questionnaire called use and commitment of ICT,
in which a total of 924 students from the 6th year of primary education in the autonomous
city of Ceuta (Spain) have participated, aged between 10 and 13 years The results reveal that
the motivation, use and commitment of ICTs at these ages is medium-high, in addition, boys
present a higher assessment in all the variables analyzed and, both in gender and age, there is
a correlation , in addition, if there are predictive factors. In conclusion, the use and
engagement of ICT in students in 6th grade of primary education, after the period of
confinement, is medium-high. Boys present a higher assessment than girls and, both in gender
and age, there is a correlation and predictive factors.
The second study investigates the impact generated by the use of STEAM in
education, specifically in the development of linguistic and mathematical skills. The learning
results were obtained from the external evaluation tests carried out by the National Institute
for Educational Evaluation (INEE), over a period of four years. 242 students from the third
level of Primary Education from an educational centre in the city of Ceuta located in a
disadvantaged area participated in the study. The objectives of the study were to describe the
learning results obtained in both competencies according to the gender and immigration
background of the students' parents, to compare the results obtained before and during the use
of STEAM, and to determine if there is a correlation between the comprehension writing and
problem solving. This is a descriptive quantitative study, cross-sectional and correlational.
The results of the research show that the transversal and coordinated use of STEAM improves
the learning outcomes of linguistic competence and mathematical competence of students in
the third year of Primary Education, especially oral expression and comprehension and
calculation. The results are, in general, more positive in the case of girls and students whose
parents were born in Spain. The study also revealed that there is a positive correlation between
reading comprehension and problem solving.
The demand for professionals who access the labor market requires knowledge and
disciplines towards the STEAM areas. Schools are the first link to train competent students
for today's society. However, the pandemic has conditioned the teaching-learning
methodologies based on promoting STEAM in educational centres, a reason that leads us to
carry out the third study of the thesis, whose main objective of the research is to evaluate the
STEAM dimensions in 6th grade of Primary Education in times of pandemic. The study
method is based on a quasi-experimental, descriptive and correlational design with an
experimental group and a control group. The data has been collected through a validated
questionnaire, pre-test and post-test, which measures "Co-Measure: Development of an
evaluation for the collaboration of students in STEAM activities". The sample is made up of
142 Spanish students, of which 68 belong to the control group and 74 to the experimental
group. The conclusions of the study highlight that active methodologies, based on
Computational Thinking and Makerspaces within a Classroom of the Future influence the
STEAM dimensions of the experimental group before the pandemic. However, the pandemic
and the health restrictions in face-to-face classes have led to a negative assessment of the
experimental group in the STEAM dimensions.Tesis Univ. Granada
Impact of the Pandemic on STEAM Disciplines in the Sixth Grade of Primary Education
The demand for professionals entering the labor market requires knowledge and disciplines in the areas of Science, Technology, Engineering, Art and Mathematics (STEAM). Schools are the first link to train competent students for today’s society. However, the pandemic has conditioned the teaching–learning methodologies based on promoting STEAM in educational centers, which is the reason that leads us to carry out this study. The main objective of the research is to evaluate the STEAM dimensions in the sixth grade of primary education in times of pandemic. The study method is based on a quasi-experimental, descriptive and correlational design with an experimental group and a control group. The data are collected through a validated questionnaire, pre-test and post-test, which develops an assessment of student collaboration in STEAM activities. The sample is made up of 142 Spanish students, of which 68 belong to the control group and 74 to the experimental group. The conclusions of the study highlight that the active methodologies, based on computational thinking and on makerspaces of the future classroom, influenced the STEAM dimensions of the experimental group before the pandemic. However, the pandemic and the health restrictions in face-to-face classes led to a negative assessment of the experimental group in the STEAM dimensions
Analysis of <i>Scratch</i> Software in Scientific Production for 20 Years: Programming in Education to Develop Computational Thinking and STEAM Disciplines
Scratch is an educational software based on visual programming blocks. It was created in 2003 by the Massachusetts Institute of Technology Media Lab (MIT) and it develops computational thinking (CT) skills from an early age in schools and allows STEM (science, technology, engineering and mathematics) projects to be carried out. The aim of this research is to know the development of the scientific production of the Scratch programme in the educational field in scientific articles in WoS and its link with the STEM field. The methodology used in this study is of a bibliometric nature with an analysis of the development in the scientific literature and co-words. The Scratch in Education (Scratch-EDU) programme has been studied using the Web of Science (WoS) database. WoS, Vosviewer and SciMAT were used to extract the results and a total of 579 manuscripts were analysed. The results of the study show that the first scientific article on Scratch published in WoS dates back to 2004, although it is from 2011 when a considerable volume of studies began to appear in the scientific literature, and moreover, in recent years the scientific literature relates Scratch-EDU with topics and keywords related to the STEM field. The conclusions of the study are that the Scratch programme has had a progressive evolution in the scientific field related to education from 2012 to 2020, mainly in proceedings papers, with a decrease in manuscripts in the last two years. The emerging themes and keywords that have most influenced Scratch-EDU manuscripts in recent years are related to the terms “Implementation” and “Curriculum”, connected in turn, with terms such as “pedagogy”, “public school” or “students”. Another term that stands out in the development of scientific evolution is “Computational Thinking”, associated with topics such as “Primary Education”, “Learning” or “Problem Solving”. Finally, a discussion and conclusion of the results has been carried out, which can serve as a turning point for future lines of research on programming and CT in the STEM field from an early age in education
STEAM in education: a bibliometric analysis of performance and co-words in Web of Science
This research was funded by the project I+D+i OTRI: Active methodologies for learning through technological resources for the development of society (CNT-4315), University of Granada (Spain).Background: Emerging methodologies that apply and integrate science, technology, engineering, art, and math
(STEAM) in education have appeared in recent years as a pedagogical alternative providing more holistic and
attractive education.
Method: The research methodology used in this work is of a bibliometric nature. Specifically, an academic
performance analysis and a co-word analysis has been carried out. The term STEAM was analyzed in the Web of
Science (WoS) database. The WoS programs Analyze Results, Creation Citation Report, and SciMAT were used. A
total of 1116 manuscripts were analyzed.
Results: The results show that studies in the field education of STEAM began in 2006 and have continued
uninterruptedly up to the present day, although interest generated in the scientific community has been irregular.
Conclusions: It can be concluded that STEAM studies have not had an established and robust line of research over
time, although it can be observed that the trends in this aspect are focused on the scientific branch of education.
In addition, the topics of study on STEAM include points related to gender differences, the influence of STEAM on
people of different races, the skills developed by students, and training teachers to implement teaching and
learning processes with STEAM.project I+D+i OTRI: Active methodologies for learning through technological resources for the development of society, University of Granada (Spain) CNT-431
Cyberaggression and cybervictimisation in adolescents: Bibliometric analysis in web of science
Worldwide new trends of online cyberbullying are emerging that impact on health and are a factor in adolescent suicide. The objective of this study is to know the development of scientific production and to compare the current trends that encompass the concepts of cyberaggression in young people (CAY) and cybervictimisation in young people (CVY). The methodology used in this study was descriptive with a bibliometric analysis on CAY with 481 documents and CVY with 1087 documents, in addition to a co-word analysis of both terms from the years 2017–2021. These data were extracted from the Web of Science database and network maps were made using VOSviewer software. The results show that the terms CAY and CVY were born in 2006 and have had a different evolutionary progression in the scientific literature until 2021, in addition, the area of psychology stands out with more research on other areas, developed countries are the ones that carry out more studies of CAY and CVY and that the term ''suicide'' is the most prominent term since 2018 from the CVY. Finally, a discussion and conclusion of the results was made, which can serve as a turning point for future lines of research