En el artículo, los autores proponen proyectos tecnológicos para desarrollar el pensamiento computacional siguiendo las fases de la resolución de problemas: comprensión del problema, elaboración del plan, ejecución del plan y revisión de la solución. Durante la ejecución de los proyectos, los alumnos realizaron actividades, como elaboración de algoritmos, programación de la placa Arduino y sensores desde una interfaz amigable y lúdica como el mBlock; así como la depuración de programas hasta obtener los resultados esperados; estas actividades realizadas por los alumnos, repercutieron en los procesos cognitivos (razonamiento, toma de decisiones, comprensión del entorno, lógica, etc.), prácticas y perspectivas tecnológicas. Se ha demostrado que existe causalidad entre las habilidades del pensamiento computacional y las fases de la resolución de problemas en un entorno de estudiantes de ingeniería de reciente ingreso a la universidad. Para el análisis de la relación entre las habilidades del pensamiento computacional y resolución de problemas se utilizó la prueba estadística de correlación de Pearson a través del software SPSS.
This study analyzed the implementation of a problem-solving method based on Pólya’s proposal, complemented by accessible technological resources such as the Arduino board, sensors, and STEM educational cards, in engineering and nursing students from public universities in Peru. A quasi-experimental design with pre- and post-test was used, employing a quantitative approach and intentional non-probabilistic sampling. The participants were 98 first-year students who developed formative research projects contextualized to their local reality, using the visual programming environment mBlock. The results show significant development of research competencies in both majors, especially in the solution review phase, evidencing critical thinking and reflective evaluation. No significant differences were found between the majors regarding the use of educational technology, reinforcing its cross-disciplinary applicability. It is concluded that the combination of Pólya’s method and the use of accessible technologies strengthens active, reflective, and contextualized learning in higher education.
1 November 2024 in Revista de Gestão Social e Ambiental
Objective: The objective of this study is to evaluate computational thinking skills in engineering and health students at a public university in Peru. Theoretical Framework: To support the research, various theories on computational thinking, IoT, and block-based programming were reviewed. Additionally, evaluation instruments and problem-solving steps were analyzed. Method: These activities were developed using technological resources and block-based programming, integrated into an IoT environment. A quasi-experimental design with pre- and post-tests was employed to measure the impact of IoT activities and block-based programming in the classroom. Results and Discussion: The results obtained revealed [synthesize the main results of the research]. In the discussion section, these results are contextualized in light of the theoretical framework, highlighting the implications and relationships identified. Possible discrepancies and limitations of the study are also considered in this section. Research Implications: The results revealed that both engineering and health students improved their computational thinking skills in a balanced manner. However, it was observed that health students placed greater emphasis on the use of sensors, actuators, and block-based programming. Originality/Value: This study enriches the literature by applying methods that integrate technological resources in the classroom. The relevance and value of this research are evident in the urgent need to develop innovations that break the monotony of traditional educational approaches, offering students more dynamic learning experiences.
The integration of open-source hardware and visual programming technologies provides an effective approach for developing contextualized STEM activities in higher education. This study presents the design, implementation, and functional verification of an educational prototype that combines customized electronic boards, sensors, and a visual programming interface developed in mBlock. The proposed platform integrates three educational boards—the Agriculture Board, Environment Board, and Aquaculture Board—for monitoring soil moisture, air-quality conditions, and water turbidity, respectively. The hardware implementation included the design and fabrication of customized printed circuit boards, followed by electrical continuity testing, power supply verification, and firmware execution. Customized programming blocks and communication extensions were then developed to enable interaction between the educational boards and the mBlock environment. Finally, the complete prototype was functionally verified during classroom implementation through contextualized STEM activities based on problem understanding, activity development, activity execution, and solution review. The results confirmed the correct operation of the hardware platform, successful communication between the educational boards and the visual programming environment, and real-time acquisition and visualization of sensor measurements. The integrated functional verification demonstrated correct interaction among the hardware platform, software extensions, connected sensors, and customized programming blocks under authentic classroom conditions. The proposed prototype provides a functional technological platform for implementing contextualized sensor-based STEM activities and demonstrates the feasibility of integrating open-source hardware and visual programming into higher education.