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    • Module 17

      Discovering Atapuerca

      Challenges through the STEAM approach

      Module Identity

      Title
      Discovering Atapuerca: Challenges through the STEAM approach
      Subject Areas
      Social Sciences Technology Engineering STEAM
      Format
      Transdisciplinary Project-Based Learning (PBL). Activities include collaborative brainstorming, conceptual mapping of history, and introductory hands-on robotics with FOSSBot.
      Preparation Requirements
      Preparation of Atapuerca maps and photos, timeline visuals, student worksheets, and FOSSBot setup.
      Estimated Duration
      50 minutes
      Age Range
      Primary (Grade 6) & Secondary (Year 1) [approx. 11-13 years]
      Keywords
      Prehistory, Atapuerca, STEAM, Computational Thinking, Robotics, FOSSBot, Social Sciences, Archaeology.
      Summary

      This educational scenario introduces students to the study of Prehistory through an innovative STEAM approach, using the Atapuerca archaeological site as a central theme. The lesson aims to help students understand how prehistoric humans lived and organized themselves, while simultaneously introducing them to the FOSSBot educational robot as a tool for exploration. By combining Social Sciences with Technology, the lesson transforms abstract historical concepts into active learning experiences. Students will engage in collaborative brainstorming, conceptual mapping, and basic robotic operations, laying the groundwork for future simulations of archaeological discovery and movement.

      Introduction

      The "Discovering Atapuerca" lesson is designed to activate prior knowledge and spark curiosity about our ancestors. Students begin by exploring their own conceptions of Prehistory through guided brainstorming and collaborative discussions.

      A key component of this lesson is the introduction of the FOSSBot. Rather than just viewing it as a toy, students learn to see the robot as a technological resource for representing historical processes. Through visual programming (Blockly), students will eventually simulate the challenges faced by prehistoric groups, such as displacement and discovery. This transdisciplinary approach fosters 21st-century skills, including digital literacy, heritage awareness, and collaborative problem-solving.

      Prerequisite Knowledge

      • • Familiarity with basic programming environments
      • • Fundamental computational skills

      Learning Outcomes

      By the end of this module, students will be able to:

      Historical & Social Understanding

      • ✓ Comprehend the main stages of Prehistory and human evolution
      • ✓ Analyze the social organization of prehistoric human groups
      • ✓ Contextualize history through the Atapuerca archaeological site

      Technical & Robotic Skills

      • ✓ Initiate basic handling of the FOSSBot robot as a learning tool
      • ✓ Familiarize with the basic functions and programming of the robot
      • ✓ Understand technical specifications and operational functionalities

      Soft Skills & Collaboration

      • ✓ Collaborate effectively with peers to solve problems and distribute roles
      • ✓ Develop computational thinking and scientific literacy
      • ✓ Apply active methodologies like Project-Based Learning (PBL)

      🏛️ STEAM Integration Concepts

      Social Sciences:

      • • Stages of Prehistory
      • • Social organization of early humans
      • • Historical context of Atapuerca

      Technology & Engineering:

      • • Basic programming of FOSSBot functions
      • • Executing basic actions via visual platforms (Blockly)
      • • Elementary instructions and logic

      This transdisciplinary approach connects historical knowledge with modern engineering tools.

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