STEAM Education is nowadays a key element for
our current digital society. Integrating STEAM and developing
competences such as Computational Thinking is highly
demanded by the industry and higher education institutions. In
order to do so new methodological approaches are required.
RoboSTEAM project is an Erasmus+ project defined to address
these topics by using of physical devices and robotics employing
Challenge Based Learning methodology. One of the first steps
in the project development is the definition of current landscape
in the research field. Which means to carry out a literature
mapping that considers previous applications of Challenge
Based Learning in STEAM education and use of robots and
physical devices to do so. This paper shows the mapping review
process and the main results obtained. The mapping analyze 242
candidate works from the most relevant bibliographic sources
and selected 54. Form them it was possible to see that there are
not many initiatives on STEM Education related to Challenge
base learning and the most of them are specially focused on the
application of specific tools and in the development of concrete
competences