ABSTRACT

This chapter discusses some of the challenges of science education and reviews some studies on the use of videogames and robots in education, including for science, technology, engineering and mathematics (STEM) education. With the advances in new digital technologies, there is a new narrative whereby science education will directly improve the quality of people’s lives, which leads to associating STEM education with citizenship; hence there is an attempt to consider it as one of the basic forms of literacy. The chapter also discusses the findings within the theoretical framework of posthumanism. Creating videogames as a makerspace-linked activity is well documented in the literature. The use of robots in makerspaces is already a common practice, as they bring together two of the distinctive elements of a makerspace, namely, digital coding skills and hands-on creation. The Romanian project aimed to create an alternative educational space to school in which, via maker and hacker types of activities, children were introduced to science.