INTEGRATION AND IMPACT OF STEM PROJECTS IN TECHNOLOGY AND ENTREPRENEURSHIP EDUCATION IN PRIMARY SCHOOL THROUGH GAMES AND DIDACTIC TOOLS: A COMPARATIVE ANALYSIS OF TEACHERS' AND STUDENTS' PERSPECTIVES
Keywords:
STEM projects, technology and entrepreneurship, learning through play, student motivation, LEGO educational setsAbstract
This report examines the possibilities for integrating STEM project based learning in the subject of technology and entrepreneurship at the primary level, by applying the “learning through play” method, implemented with LEGO educational sets and additional didactic tools. Within the framework of a didactic experiment with the participation of primary school students, practical activities were carried out, both with and without programmable modules included. The empirical data presented in this analysis were collected through questionnaires from teachers and students, as well as through observation of the learning process. The aim of the study is to assess the impact of the game based STEM approach on learning motivation, active participation and the development of key skills such as critical thinking, teamwork and problem solving. The results of the analysis show high engagement and creative participation of students when working on the projects, as well as a positive assessment by teachers of the pedagogical effectiveness of the game and didactic methods. The report provides a comparative and practical analysis for the sustainable implementation of STEM approaches in primary education and outlines opportunities for upgrading teaching practices.
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