This study conducts a systematic analysis of the impact of educational robotics in primary, elementary, and secondary education, grounded in pedagogical practices and internships developed over four years in the Bachelor's Degree Program in Computing and Educational Robotics, completed in 2025. Through the use of Knowledge Graphs (KG), the work maps the interrelationships between practical activities, pedagogical methodologies, and the skills outlined in Brazil’s National Common Curricular Base (BNCC) in the area of Computing. The research highlights the integration of technological platforms such as LEGO Education and Scratch, combined with active methodologies like STEAM and Project-Based Learning (PBL), applied in public schools and federal institutes, focusing on programming and computational thinking development.The analysis of the knowledge graphs identified significant connections between specific BNCC skills, adopted pedagogical strategies, and observed outcomes, such as student engagement, improvement in logical reasoning, creativity, and collaboration. The results indicate that educational robotics enhances meaningful learning, aligning with 21st-century competencies, while also revealing gaps and pointing to opportunities for the expansion and replication of these practices in diverse educational contexts.
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