@misc{10481/87515, year = {2020}, url = {https://hdl.handle.net/10481/87515}, abstract = {Background: Despite its social importance, the learning associated with STEAM thinking (science, technology, engineering, arts, and mathematics) we consider is not fully developed in classrooms. Objectives: This research proposes to promote STEAM skills through game-based learning.. Design: These were used to design an integrated educational proposal, called the Micro Play Project (MPL), following the principles of game-based learning and an intercultural approach focused on Ethnomathematics. Setting and Participants: This MPL was implemented in a Spanish school with small groups of students from Pre-school and Primary Education, dedicating three sessions to each of the four games, which were recorded on video. Data collection and analysis: Studying the Jamaican culture, we discovered that the game is a relevant cultural sign in Jamaica, we compiled and analyzed its traditional games, generating a catalog, from which we selected four games, for their potential to develop STEAM learning at school .Qualitative-interpretive research was carried out through a case study and content analysis, using a proprietary tool. Results: they are diverse skills, artistic, scientific and mathematical manifested when playing, such as: musical sense, detection of similarities, ability to turn, identification of shapes, estimation of distances, formulation of hypotheses and establishment of relationships by criteria, which have confirmed the didactic potential of these games, in an environment of ethnomathematical intercultural education. Conclusions: The validity of the MPL as a didactic method to develop STEAM learning is deduced from the results. We hope to strengthen and spread this method by making new elaborations and applications of MPL.}, abstract = {Antecedentes: Pese a su importancia social, los aprendizajes asociados al pensamiento STEAM (science, technology, engineering, arts, and mathematics) consideramos no se desarrollan integradamente en las aulas suficientemente. Objetivos: Esta investigación propone favorecer las destrezas STEAM mediante el aprendizaje basado en juegos.. Diseño: Estos fueron utilizados para diseñar una propuesta educativa integrada, denominada Micro Proyecto Lúdico (MPL), siguiendo los principios del aprendizaje basado en juegos y un enfoque intercultural centrado en Etnomatemáticas. Entorno y Participantes: Este MPL se implementó en un centro escolar español con pequeños grupos de estudiantes de Educación Infantil y Primaria, dedicando tres sesiones a cada uno de los cuatro juegos, que fueron grabadas en vídeo. Datos recopilados y análisis: Estudiando la cultura jamaicana, descubrimos que el juego es un signo cultural relevante en Jamaica, recopilamos y analizamos sus juegos tradicionales, generando un catálogo, del cual seleccionamos cuatro juegos, por sus potencialidades para desarrollar en la escuela aprendizajes STEAM. Se realizó investigación cualitativa-interpretativa mediante un estudio de casos y análisis de contenido, empleando una herramienta propia. Resultados: son diversas destrezas, artísticas, científicas y matemáticas manifestadas al jugar, cómo: sentido musical, detección de semejanzas, capacidad de giro, identificación de formas, estimación de distancias, formulación de hipótesis y establecimiento de relaciones por criterios, que han confirmado el potencial didáctico de estos juegos, en un entorno de educación intercultural etnomatemática. Conclusiones: Se deduce de los resultados la validez del MPL como método didáctico para desarrollar aprendizajes STEAM. Esperamos afianzar y difundir este método realizando nuevas elaboraciones y aplicaciones de MPL.}, keywords = {STEAM learning}, keywords = {Game-based learning}, keywords = {Traditional games}, keywords = {Early Childhood Education and Primary Education}, keywords = {Ethnomathematical Intercultural education}, keywords = {Aprendizajes STEAM}, keywords = {Aprendizaje basado en juegos}, keywords = {Juegos tradicionales}, keywords = {Educación infantil y primaria}, keywords = {Educación intercultural etnomatemática}, title = {Games as STEAM learning enhancers. Application of traditional Jamaican games in Early Childhood and Primary Intercultural Education}, doi = {10.17648/acta.scientiae.6019}, author = {Espigares-Gámez, María José and Fernández Oliveras, Alicia and Oliveras Contreras, María Luisa}, }