3D Printing for STEAM Education

dc.contributor.authorZapata, Mireya
dc.contributor.authorArias-Flores, Hugo
dc.contributor.authorÁlvarez-Tello, Jorge
dc.date.accessioned2023-01-04T22:47:07Z
dc.date.available2023-01-04T22:47:07Z
dc.date.issued2022
dc.description.abstract3D printing has been considered a disruptive technology and its impact on education with the generation of educational resources that increase student engagement and improve STEAM learning by promoting their creativity, collaborative work, attention and participation in class, strengthening the development of their skills. This paper discusses the different applications that can be given to rapid prototyping through 3D printing in education and how it can influence the STEAM skills acquired by students.es
dc.identifier.urihttps://link.springer.com/chapter/10.1007/978-3-031-19682-9_29
dc.identifier.urihttps://hdl.handle.net/20.500.14809/4438
dc.language.isospaes
dc.publisherCommunications in Computer and Information Science. Volume 1655 CCIS, Pages 219 - 224. 24th International Conference on Human-Computer Interaction, HCII 2022. Virtual, Online. 26 June 2022 through 1 July 2022es
dc.rightsclosedAccesses
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/es
dc.title3D Printing for STEAM Educationes
dc.typearticlees

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