Aprendizaje STEAM: Una Propuesta de Diseño Pedagógico en Contextos de Educación Híbrida
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Date
2021-12-03
Advisors
Editors
Journal Title
Journal ISSN
Volume Title
Publisher
Corporación Universitaria Minuto de Dios
Type
Thesis
Rights
Atribución-NoComercial-SinDerivadas 2.5 Colombia
Abstract
La siguiente investigación se enmarca en la línea de Pensamientos de Diseño para la Innovación Social de la Maestría de Innovaciones Sociales en Educación de la Corporación Universitaria Minuto de Dios, y busca hacer una propuesta pedagógica en torno al aprendizaje STEAM en contextos de educación híbrida con estudiantes de grado octavo de Instituciones públicas del municipio de Facatativá.
Se desarrolló bajo una metodología cualitativa con un diseño emergente basado en la investigación creación y que acoge los principios de la investigación acción permitiendo la construcción de conocimiento por medio de la práctica e involucrando a los estudiantes que
hicieron parte del trabajo de investigación, permitiendo la conjugación de los conocimientos de los autores y la vivencia de los contextos con los participantes. Las Instituciones involucradas en el trabajo de investigación son las I.E.M. John F. Kennedy, I.E.M. Técnica
Comercial Santa Rita e I.E.M. Técnica agropecuaria Juan XXIII de Facatativá, Cundinamarca.
During the years 2020 and 2021 the whole world was tested in many aspects, and one of the most obvious is education. The appearance of the Covid-19 pandemic made the governments of the world face an inevitable quarantine, which profoundly affected the education system, especially in countries like Colombia. Contrary to what you may think, the pandemic does not cause problems for the educational system, but evidences those that already exist, such as the imbalance in access to virtuality and digital resources and makes obvious the social gap that inevitably makes a difference between the actors of the learning process. The gap caused by this problem means that students face a pedagogical proposal based on virtual classes, to which many of them cannot have access for various reasons, from the lack of economic and technological resources to connectivity problems in the sector where they live.
During the years 2020 and 2021 the whole world was tested in many aspects, and one of the most obvious is education. The appearance of the Covid-19 pandemic made the governments of the world face an inevitable quarantine, which profoundly affected the education system, especially in countries like Colombia. Contrary to what you may think, the pandemic does not cause problems for the educational system, but evidences those that already exist, such as the imbalance in access to virtuality and digital resources and makes obvious the social gap that inevitably makes a difference between the actors of the learning process. The gap caused by this problem means that students face a pedagogical proposal based on virtual classes, to which many of them cannot have access for various reasons, from the lack of economic and technological resources to connectivity problems in the sector where they live.
Description
Proponer un diseño pedagógico en STEAM bajo los principios de la educación híbrida para atender las necesidades diferenciadas de los estudiantes de tres instituciones de Facatativá, Cundinamarca.
Keywords
Innovación Educativa, Resistencia a la Innovación, Creatividad, Pedagogía Creativa, STEAM Education, Hybrid Education, Pedagogical Design