Computational Thinking in the Context of a STEAM Project: Investigating a Socio-environmental Problem in Mathematics Classes at a Brazilian High School
DOI:
https://doi.org/10.26740/sjese.2.02.2026.2Keywords:
Computational Thinking, STEAM Approach, MatematicsAbstract
Involving students in solving school-related problems can enhance learning across various subjects, including mathematics. Computational Thinking (CT) can be employed in this context, fostering the development of logical reasoning and problem-solving skills. Thus, this article aims to analyze the use of CT in developing a STEAM pedagogical practice where students seek solutions to the problem of pigeon proliferation on the school's sports court. A qualitative methodology was adopted, utilizing an action-research model and multimedia recordings for data collection. The participants were 32 second-year high school students (10 girls and 22 boys) from a public school in Natal, Rio Grande do Norte, Brazil. The results suggest that students employed the four pillars of CT—decomposition, pattern recognition, abstraction, and algorithms—as well as certain "6Cs" global competencies: creativity, critical thinking, and collaboration. The study concludes that it is feasible to implement pedagogical practices in mathematics that integrate CT across the curriculum alongside STEAM projects. Consequently, learning became meaningful by grounding the activity in the school's reality—specifically, a genuine socio-environmental issue. Furthermore, the use of computing within STEAM projects provided an opportunity to mobilize mathematical and computational skills outlined in the Basic Education curriculum. Furthermore, there was an opportunity to mobilize mathematical and computational skills—as outlined in K-12 curricula—through the use of computing in STEAM projects. Additionally, students’ perceptions revealed increased awareness and attitudes aimed at improving collective health.
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