STEAM NA EDUCAÇÃO INFANTIL: UMA PRÁTICA PEDAGÓGICA QUE FOMENTA O PROTAGONISMO DA CRIANÇA NO SEU PROCESSO DE APRENDIZAGEM.
Author(s) -
Juliana Martins Batista,
Marilei Alves,
Rodrigo Levi Rufca
Publication year - 2021
Publication title -
anais do xii computer on the beach - cotb '21
Language(s) - English
Resource type - Conference proceedings
DOI - 10.14210/cotb.v12.p618-622
Subject(s) - reflection (computer programming) , early childhood education , pedagogy , early childhood , psychology , point (geometry) , computer science , developmental psychology , mathematics , programming language , geometry
The main objective of this research was to analyze the STEAM as a learning practice that promotes protagonism, as well as its contributions in Early Childhood Education. This reflection aims to point out some innovative theories and/or teaching methodologies that contribute to the insertion of STEAM in the action with young children (aged four to five years and eleven months) to create experiences that contemplate them entirely, where they can have a voice and turn, in order to understand whether child protagonism is being opportunistic.
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