Marín-Marín José-Antonio, García-Tudela Pedro Antonio, Duo-Terrón Pablo
Universidad de Granada, Spain.
Universidad Antonio Nebrija, Spain.
Heliyon. 2024 Apr 3;10(8):e29177. doi: 10.1016/j.heliyon.2024.e29177. eCollection 2024 Apr 30.
The development of programming skills and computational thinking in the formal educational context is one of the most recent horizons set by many educational systems worldwide. Although the first computational thinking initiatives are being applied from the earliest school ages, this research focuses on the secondary education level. Specifically, the objective is the following: to analyse the implementation of Arduino, as well as the benefits and opportunities it brings to secondary school students. For this purpose, documentary research has been undertaken applying a systematic review according to the PRISMA 2020 framework following the PiCoS strategy. Atlas.ti 9 was used to analyse the information. Out of 316 papers identified, 37 were included in the research. In relation to the results, Arduino is primarily used in technology and physics subjects, although it is also used to develop interdisciplinary STEAM projects. As a rule, it is used to learn programming languages, but likewise as a resource to develop science experiments. LED lights, servomotors and breadboards are among the most commonly used resources together with the Arduino board. and Scratch was the most widely used software. The initiatives implemented have yielded both positive and negative results, for example, one drawback is that some projects are very difficult, and some achievements such as: increased motivation towards the contents addressed or also the development of some soft skills, such as problem solving.
在正规教育背景下培养编程技能和计算思维是全球许多教育系统设定的最新目标之一。尽管最早从小学阶段就开始应用首批计算思维倡议,但本研究聚焦于中等教育水平。具体而言,目标如下:分析Arduino的实施情况,以及它给中学生带来的益处和机会。为此,按照PRISMA 2020框架并遵循PiCoS策略进行了文献研究,应用系统综述方法。使用Atlas.ti 9分析信息。在识别出的316篇论文中,37篇被纳入研究。关于结果,Arduino主要用于技术和物理学科,不过它也被用于开展跨学科的STEAM项目。通常,它被用于学习编程语言,但同样也作为开展科学实验的一种资源。发光二极管(LED)灯、伺服电机和面包板是与Arduino板一起最常用的资源。而Scratch是使用最广泛的软件。实施的这些举措产生了积极和消极两方面的结果,例如,一个缺点是一些项目非常难,而一些成果包括:对所涉及内容的积极性提高,以及一些软技能(如解决问题能力)的发展。
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