11 de diciembre de 2024

STEAM Education and Maker Culture

The use of innovative technologies, such as e-textiles, introduces new approaches to STEAM disciplines by combining experimentation and creativity.

These technologies offer transdisciplinary methodologies that enable students to develop practical and creative skills while exploring complex concepts in tangible ways. Additionally, they foster active participation and project-based learning, contributing to meaningful and relevant educational experiences.

An analysis of their implementation reveals that, in both formal and non-formal contexts, these tools enhance equity in access to technological disciplines, particularly for historically underrepresented groups.

Their ability to make the learning process and outcomes visible improves the understanding of abstract concepts and strengthens 21st-century skills such as computational thinking, creativity, and problem-solving.

In this sense, e-textiles, like other technologies, are democratizing the acquisition of essential technological skills from an early age.

Research highlights the need for teacher training in the use of these tools and for pedagogical strategies to facilitate their integration into the curriculum. Despite their potential, studies also emphasize the challenges associated with implementation in diverse educational settings and the pressing need to expand research on their impact.

These technologies represent a promising pathway for building a more inclusive, creative, and future-oriented education system.

READ THE FULL ARTICLE HERE

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How to cite: Guimeráns-Sánchez, P., Alonso-Ferreiro, A., Zabalza-Cerdeiriña, M.-A., & Monreal-Guerrero, I. (2024). E-textiles for STEAM education in primary and middle school: a systematic review. [E-textiles para la educación STEAM en Educación Primaria: Una Revisión Sistemática]. RIED-Revista Iberoamericana de Educación a Distancia, 27(1), 417-448. https://doi.org/10.5944/ried.27.1.37645