New Perspectives in Science Education

Edition 14

Accepted Abstracts

Methodology for the Integration of New Technologies into Education through Learning Based on Design Projects. Case Study.

Joseba Koldobika Azcaray Fernández, Polytechnic University of Valencia (Spain)

Manuel Martínez Torán, Polytechnic University of Valencia (Spain)

Marcelo Leslabay Martínez, Universidad Deusto (Spain)

Chele Esteve Sendra, Polytechnic University of Valencia (Spain)


The beginning of the 21st century has brought about the development and evolution of Information and Communication Technologies, opening up a new paradigm in the field of knowledge. The growth of The Fourth Industrial Revolution depends upon an education revolution. Technology introduces new possibilities for skills and abilities development in order to involve people in the future society; these consider the rise of digital fabrication as an educational tool for the integration of the creative concept within science and technology competencies, leading to debate about new and updated learning methodologies. A design for a STEAM educational tendency-based methodology is posed in conjunction with a Project Based Learning as a bond between technological education and the new tools, for classroom implementation. The above mentioned methodology is put into practice by carrying out an experiment through product design. Qualitative assessment is used in order to serve as a guide for the teacher while improving the implementation of new technologies in education curriculum as well as for future directions for research.

KeywordsNew Technologies, PBL, STEAM, Education, Science, Digital Fabrication;


[1] M. Moya, “De las TICs a las TACs: la importancia de crear contenidos educativos digitales,” DIM: Didáctica, Innovación y Multimedia, no. 27, pp. 1-15, 2013. 
[2] R. Carneiro, J. Toscano and T. Díaz, “ Los desafíos de las TIC para el cambio educativo,” 2009. 
[3] E. Canessa, C. Fonda and M. Zennaro, Low-cost 3D printing for science, education and sustainable development, vol. 3, ISBN 92-95003-48-9, 2013. 
[4] A. Cascales Martínez, M. E. Carrillo García and A. M. Redondo Rocamora, “ABP Y TECNOLOGÍA EN EDCUCACIÓN INFANTIL,” Pixel_Bit. Revista de medios y educación, pp. 201-210, 2017. 
[5] C. García Macías, “educaweb,” 2016. [Online]. Available:
[6] F. Ruiz Vicente, A. Zapatera Llinares and N. Montes Sánchez, Diseño de proyectos STEAM a partir del curriculum actual de Educación Primaria utilizando Aprendizaje Basado en Problemas, Aprendizaje Cooperativo, Flipped Classroom y Robótica Educativa, Valencia: Universidad CEU Cardenal Herrera, 2017. 
[7] A. Freeman, S. Adams Becker, M. Cummins, A. Davis and C. Hall Giesinger, “NMC/CoSN Horizon Report: 2017 K,” The New Media Consortium, Austin, 2017
[8] J. J. M. Maeda, Las leyes de la simplicidad: diseño, tecnología, negocios, vida, 2008. 
[9] M. Martínez Torán, “¿ Por qué tienen tanta aceptación los espacios maker entre los jóvenes?,” 2016. [Online]. Available:
[10] J. González-Gómez, A. Valero-Gómez, A. Prieto-Moreno and M. Abderramin, “A new open source 3d-printable mobile robotic platform for education,” Advances in autonomous mini robots, pp. 49-62, 2012. 

Back to the list


Reserved area

Media Partners:

Click BrownWalker Press logo for the International Academic and Industry Conference Event Calendar announcing scientific, academic and industry gatherings, online events, call for papers and journal articles
Pixel - Via Luigi Lanzi 12 - 50134 Firenze (FI) - VAT IT 05118710481
    Copyright © 2024 - All rights reserved

Privacy Policy