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Gamification and robotics in steam education: a case study in rural areas of Arequipa and Huancayo: Integrating lunabot for technological advancement and iterative design in robotics learning

Salcedo J.D.C.; Lucano J.J.L.; Hinostroza A.T.; De los Rios Rosado J.; Condori K.V. · Interaction Design and Architecture(s) (2024) · DOI: 10.55612/s-5002-063-006

Resumen

This case study explores gamified educational practices in STEAM education through the use of “Lunabot,” an educational robot, in rural areas of Arequipa, Peru. Implemented in community centers known as “tambos,” the project engaged youth using robotics and iterative design to enhance learning. A mixed-methods approach was employed, including exploratory and confirmatory factor analyses using structural equation modeling. A student questionnaire measured interest and resistance to gamified learning, yielding strong reliability (Cronbach’s alpha = 0.765; McDonald’s omega = 0.864). Results indicate that competitive and challenging activities using Lunabot significantly improved student engagement and motivation. This study demonstrates the potential of integrating robotics and gamification to foster STEAM learning in remote settings. © (2024), (ASLERD). All Rights Reserved.

Instituciones: Universidad Continental; Universidad Católica de Santa María