Articles
STEAM Approach to Traditional Recreational Games and its Impact on Upper Basic Education Students
Abstract
This article presents a proposal that integrates traditional recreational games with the STEAM approach (Science, Technology, Engineering, Arts, and Mathematics) through an active methodology. The purpose is to reframe these games as interdisciplinary contexts that foster critical thinking and meaningful content learning among Upper Basic Education students. Using a qualitative methodology supported by analytical and digital resources, a six-phase guide was developed and implemented that encompassed playful experiences, scientific inquiry, design and prototyping, mathematical measurement, artistic expression, and social and attitudinal reflection. Through this sequence, traditional games were reinterpreted and transformed into STEAM projects, promoting connections among different subject areas. To evaluate the process, specific rubrics, field logs, and student work were used to assess and adjust levels of participation, creativity, and knowledge mastery. The results show that when traditional games incorporate STEAM experiences, they promote meaningful learning, stimulate curiosity, and strengthen the link between school knowledge and culture. In conclusion, the proposal stands as an important pedagogical and cultural resource within a multidisciplinary framework, offering a meaningful foundation for educational practice.
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References
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