Michela Tramonti

Dr. Michela Tramonti

orcid

Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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8 January 2023 in Applied Sciences
Verified
Journal Article
Open access
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MTMichela Tramonti
Michela Tramonti
ADAlden Dochshanov
Alden Dochshanov
AZAssel Sagnayevna Zhumabayeva
Assel Sagnayevna Zhumabayeva
The dynamic spread of 3D printing technologies and open-source electronics prototyping platforms has significantly enriched the diversity of instruments used within educational robotics (ER) settings. An active, low-entry-level community offering ready-to-use libraries for a broad variety of devices assists in the development of quite sophisticated projects. However, the flipside of the coin is represented by the current research findings, which reveal that students’ interest in science, technology, engineering and mathematics (STEM) subjects has declined across Europe, as manifested in difficulties when approaching scientific topics and dealing with problems and phenomena studied from a multidisciplinary perspective. Consequently, a significant percentage of youths are at risk of social exclusion due to the direct relationship between low academic achievements and school dropout. Moreover, learners lack guidance in applied and life-context skills, such as creative thinking, problem solving, and collaboration, which highlights the need to introduce innovative pedagogical approaches. In this context, the design thinking (DT) methodology was proposed to tackle the problem. Originating in the development of psychological studies on creativity in the 1950s within the educational context, DT is known to foster creative thinking, help develop empathy, promote action-oriented actions, improve meta-cognitive awareness, contribute to problem-solving skills, and enhance students’ imagination. The last point supports the students’ development of critical thinking, social inclusion, teamwork skills, and academic performance. Thus, this paper introduces a methodological framework combining DT with ER classes. First, to approach the problem, the teachers’ survey data were collected and analysed to reveal the respondents’ level of integration of the DT methodology into current school curricula. Then, the work focused on the application of this framework in a learning experience by addressing the weakest points established and their elaboration through the combined ER and DT classes in the context of secondary schools.

10 September 2020 in Robotics
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Journal Article
Open access
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ADAlden Dochshanov
Alden Dochshanov
MTMichela Tramonti
Michela Tramonti
Today’s technological development inevitably defies educational approaches in terms of future demand for skills to be imparted. Among other skills, the capacity to operate and communicate effectively within multidisciplinary realms is duly considered as the fundamental one. Educational robotics (ER) and STEM do constitute a suitable framework for the development of these specific skills. Moreover, competences such as computational (CT) and design thinking (DT) have already been nominated as necessary to adapt to the future and relevant for innovation. The years of independent development and evidence of practical implementation justify the maturity of the related methodological approaches and emerging gradual shift towards their combination. In this regard, the actual work presents a pilot experience of the combined application of computational design thinking and educational robotics in the case of a 9-to-11-year-old target audience. The approach utilizes a novel platform developed under the project Coding4Girls combining design thinking and game-based learning and introduces physical computing through consecutive assembling and programming an IR-controlled robot-car. The core of the learning path consists in the development of primary programming skills and their gradual transfer into the physical realm. The method, as the study demonstrates, is capable of helping keep students both motivated and result-oriented throughout the duration of the course.

Verified
Journal Article
Open access
PDF file
GSGita Senka
Gita Senka
MTMichela Tramonti
Michela Tramonti
ADAlden Dochshanov
Alden Dochshanov
TJTriinu Jesmin
Triinu Jesmin
Jaanus TerasmaaJaanus Terasmaa
Jaanus Terasmaa
Carlos Vaz de CarvalhoCarlos Vaz de Carvalho
Carlos Vaz de Carvalho
Sustainable natural resource management is a high priority in the 21st century as it plays a crucial role in mitigating climate change and preventing some of its consequences like loss of biodiversity, land degradation, desertification, and the exhaustion of natural resources. This concern is reflected in the United Nations Sustainable Development Goals (SDGs), which emphasize, among other factors, sustainable cities and communities, responsible production and consumption, and climate action. Achieving sustainable natural resource management begins with raising awareness and educating the next generation. Therefore, it is essential to develop educational initiatives that prepare young people to become responsible and proactive adults in promoting environmental sustainability across industries and communities. Additionally, these initiatives should develop critical and analytical thinking skills, nurture innovative mindsets for creating environmentally sound solutions, and enhance the ability to collaborate within multidisciplinary teams. The NATURE project addressed these needs by designing and developing a serious educational game that fosters this set of skills. The results of the pilot testing show that the game is an effective tool and contributes to the education and awareness of the younger generation.

22 September 2023 in Education Sciences
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Journal Article
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CNCarolina Novo
Carolina Novo
MTMichela Tramonti
Michela Tramonti
ADAlden Dochshanov
Alden Dochshanov
DTDaniela Tuparova
Daniela Tuparova
BGBoiana Garkova
Boiana Garkova
Carlos Vaz de CarvalhoCarlos Vaz de Carvalho
Carlos Vaz de Carvalho
Design Thinking (DT) is a design process originally used in the conception and validation of innovative and technologically efficient human-centered solutions for ill-formed problems. Being an iterative and collaborative process with a human point of view, DT allows adopters to improve several intrapersonal and interpersonal skills, like collaboration, creative thinking, leadership, presentation, project management, ethics, storytelling, negotiation, empathy, willingness to learn, etc. As such, DT has been adopted in several other areas and has also become highly relevant in educational contexts to develop the aforementioned skills in students. It has also been shown to contribute to minimizing the school dropout problem by keeping students motivated and integrated in the school context. Nevertheless, to be successfully implemented, DT requires that the overall educational context is adapted and that teachers are trained to be able to guide, support, and give feedback to students. With that objective in mind and following an analysis of the current situation in secondary education schools in four European countries, a teacher training model was designed to organize and systematize the process of developing teachers’ abilities to manage an educational DT approach. This article presents the analysis of the current situation from the point of view of teachers and students and gives some hints on the resulting teacher training model for integrating Design Thinking skills within secondary education.

15 August 2024 in Education Sciences
Verified
Journal Article
Open access
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MTMichela Tramonti
Michela Tramonti
ADAlden Dochshanov
Alden Dochshanov
MFMikhail Fiadotau
Mikhail Fiadotau
MGMikko Grönlund
Mikko Grönlund
PCPeadar Callaghan
Peadar Callaghan
EDElisabetta Delle Donne
Elisabetta Delle Donne
A decline in European students’ interest in STEM subjects, exacerbated by the COVID-19 pandemic’s disruption of education, has raised concerns about the continent’s future workforce. To address this challenge, this study investigates the efficacy of the BIG GAME project methodology, a cooperative story-driven digital game approach designed to engage secondary students in collaborative environmental problem-solving. Implemented across Romania, Italy, Estonia, and Finland, this six-month study employed a mixed-methods design involving 62 teachers and 239 students in ten distinct game missions focused on environmental challenges. The quantitative results indicated significant improvements in students’ transversal skills (teamwork, communication, and critical thinking), as reported by over 75% of teachers. The qualitative data emphasised the value of structured peer review in developing students’ reflective practices. This research underscores the importance of teacher facilitation in game-based learning and problem-based simulations and highlights the potential of such methodologies to boost student engagement and environmental awareness. These findings suggest that the BIG GAME project approach could be a valuable tool for revitalising STEM education and cultivating future-ready citizens.

1 March 2017 in EDULEARN Proceedings
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Conference Paper
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MTMichela Tramonti
Michela Tramonti
Information about the paper titled "MATHEMATICS EDUCATION REINFORCED THROUGH INNOVATIVE LEARNING PROCESSES" at IATED Digital Library