Revista de Ciencias Tecnológicas (RECIT). Volumen 3 (1): 10-22
Revista de Ciencias Tecnológicas (RECIT). Universidad Autónoma de Baja California ISSN 2594-1925
Volumen 9 (2): e408. Abril-Junio, 2026. https://doi.org/10.37636/recit.v9n2e408
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Research article
Factors influencing children's learning through their
interest in STEM areas
Factores que influyen en el aprendizaje de los niños a través de su
interés en las áreas STEM
Yuridia Vega , Eder German Lizárraga Medina , Marina de la Vega Rodríguez , Manuel Javier
Rosel Solís , Alex Bernardo Pimentel Mendoza , Vladimir Becerril Mendoza
Facultad de Ciencias de la Ingeniería y Tecnología de la Universidad Autónoma de Baja California,
campus Tijuana. Blvd. Universitario #1000, C.P. 21500. Unidad Valle de las Palmas, Tijuana, Baja
California, México.
Corresponding author: Marina de la Vega Rodríguez, Facultad de Ciencias de la Ingeniería y Tecnología de la Universidad
Autónoma de Baja California, campus Tijuana. Blvd. Universitario #1000, Unidad Valle de las Palmas, Tijuana, Baja
California, México- C.P. 21500 Tijuana, Baja California. Correo electrónico: delavega.marina@uabc.edu.mx. ORCID: 0000-
0003-3626-9063.
Received: March 4, 2026 Accepted: April 14, 2026 Published: May 8, 2026
Abstract. This work explores the factors and indicators that influence the interest and motivation of
children to pursue Science, Technology, and Mathematics (STEM) in basic education. The STEM interest,
through the dimensions of Hands-on and Playful Learning, Technologies and Scientific Skills, Vocational
Motivation towards Engineering, Creativity and Visual Learning, Adult Support and Guidance, and
Curiosity and Motivation for discovery, was evaluated using data from a survey instrument administered
to 165 elementary school children. Results showed that children exhibit enhanced interest in dynamic
activities and technological devices, and highlight the relevance of factors such as family support and the
practical experience in STEM skill development. These findings suggest the necessity of specific
educational curricula in order to increase STEM interest from an early age, with targeted interventions
to obtain better STEM competencies at the basic education stage.
Keywords: STEM; Critical factors; Basic education; Science and Technology; Children learning.
Resumen. - Este trabajo explora los factores e indicadores que influyen en el interés y la motivación de
los niños para dedicarse a la Ciencia, Tecnología y Matemáticas (STEM) en la educación básica. El
interés en STEM, a través de las dimensiones de Aprendizaje Práctico y Lúdico, Tecnologías y
Habilidades Científicas, Motivación Vocacional hacia la Ingeniería, Creatividad y Aprendizaje Visual,
Apoyo y Orientación del Adulto, y Curiosidad y Motivación por el Descubrimiento, fue evaluado a partir
de datos obtenidos en un instrumento de encuesta aplicado a 165 niños de primaria. Los resultados
mostraron que los niños exhiben un mayor interés en actividades dinámicas y dispositivos tecnológicos,
y resaltan la relevancia de factores como el apoyo familiar y la experiencia práctica en el desarrollo de
habilidades STEM. Estos hallazgos sugieren la necesidad de currículos educativos específicos para
aumentar el interés en STEM desde una edad temprana, con intervenciones dirigidas a obtener mejores
competencias STEM en la etapa de educación básica.
Palabras clave: STEM; Factores críticos; Educación básica; Ciencia y Tecnología; Aprendizaje infantil.
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1. Introduction
The manufacturing industry is one of the main economic drivers in Baja California, México, producing a
high demand for skilled professionals in Science, Technology, Engineering and Mathematics (STEM).
However, this demand is not reflected in the children's interest, as a consequence, STEM related academic
programs have low enrollment compared with other programs, such as social or administrative sciences
[1]. In Mexico, only 24% of bachelor students choose science and technology related careers, and 38%
are women, this is evidence of the gender gap in the field [2], [3].
This issue originates in the early stages of education, where students at the basic education level in Mexico
show limited confidence in their mathematical and scientific competencies, as well as a lack of motivation
[4]. In response, there is a need to develop pedagogical strategies, such as the use of games and innovative
methodologies, that promote interest from an early age [5], [6].
The objective of this study is to identify the key factors that children associate with STEM fields. This
was achieved through a survey-based investigation applied to basic education students in the state of Baja
California, aiming to identify their knowledge and learning approaches in Science, Technology,
Engineering, and Mathematics. The results obtained will serve as a foundation for the future design of a
didactic prototype that fosters interest in STEM from an early age.
2. Background
The development of interest in Science, Technology, Engineering and Mathematics (STEM) areas during
childhood is a complex process that requires a combination of cognitive, motivational, social and
technological factors. This study is based on a set of theories that explain the learning dynamics of
childhood learning and their relation with STEM.
The Cognitive Development Theory from Piaget [7] establishes that childhood learning occurs through
progressive states that determine how the kids process and acquire knowledge. Logical and abstract
thinking start to develop in kids from 6 to 12 years old, but continue depending upon practical and
manipulable experiences. This theoretical framework allows us to analyze how kids understand roles and
professions related to STEM, which is reflected in activities such as the graphical representation of
professional aspirations. These activities allow researchers to evaluate how children imagine the
professional world and which elements capture their interest, an essential base for the design of
educational tools that increase their STEM participation [8].
From the motivational perspective, the Self-Determination Theory [9] presents an integral approach about
the basic psychological needs (autonomy, competence and relation) influence in the interest and
persistence toward some learning areas. The competitive perception is particularly relevant in STEM, due
to the children's need of feeling capable of interacting with technological concepts and tools. For example,
evaluating the familiarity of electronic devices gives information about the level of confidence of kids in
a technological environment, while a fun perception of science and technology directly relates to their
intrinsic motivation [4].
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The social environment also plays a crucial role in the interest to grow in STEM, as stated by the Theory
of Social Learning by Bandura [10]. The children observe and imitate role models around them, as parents,
teachers or public figures, to develop attitudes toward some disciplines. This aspect is particularly
important in STEM, due to the exposition of positive role models that may inspire kids to visualize them
in scientific, engineering or technological roles. The inclusion of questions about known professions by
the kids and activities related to their family environment allow them to analyze how the close figures
shape their aspirations [11].
The use of technology as an educational tool also has a significant impact in STEM learning. Diverse
studies have shown that the interaction with electronic devices and digital platforms increase the
exploration and critical thinking in children [12]. Evaluating the technological familiarity in this context
can measure technological skills and the potential of these devices to motivate and facilitate the learning.
The relation between technology and STEM is key to design games and activities that integrate these
elements effectively.
Additionally, Vygotsky’s Theory of Scaffolding [13] presents a perspective about the learning influence
of external support from parents and other children. Children that receive guidance during their scientific
and technological exploration process tend to overcome challenges. This observation reinforces the
importance of the family and scholar environment in the interest development for STEM, a factor that is
also analyzed in the applied survey [14].
Finally, the active and exploratory learning approach highlights the relevance of practical experiences and
dynamics in the development of STEM skills. In [6], states that activities that allow children to build,
experiment and solve problems are essentials to establish significant connections with scientific concepts.
This approach, based on action, is particularly relevant when designing activities that evaluate creativity,
collaboration and problem solving, which are pillars of STEM learning [15].
Together, these theories allow to understand how children perceive and relate with STEM disciplines from
diverse dimensions: cognitive, motivational, social and technological. This conceptual framework guides
the formulation of the survey questions and gives a solid base to interpret the results and propose
educational tools that cover the needs and preferences of the children. Therefore, the didactic material and
educational game based in STEM design can be founded in the theoretical framework that ensures their
effectiveness and suitability.
3. Experimental
To understand student interest and vocational motivation toward engineering and STEM disciplines from
basic education, it is essential to have valid and reliable data collection instruments. In this regard, a survey
was designed to obtain information on students’ motivation and attitudes toward STEM learning and
careers related to engineering. This instrument seeks to capture both the cognitive and affective
dimensions associated with children’s engagement in these areas of knowledge. The methodology
employed to develop and validate the data collection instrument is the same approach utilized to measure
variables in social sciences using the psychometric method [16]. The methodology has been used as
reference for researchers to develop and validate surveys [17], [18], [19]. The process to design and
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validate the surveys was developed in 3 stages: 1) The construct and indicator definition and the variables
operationalization, 2) Instrument design, 3) Implementation and analysis of preliminary results.
The methodological and statistical frameworks were grounded in an extensive literature review to justify
the selected psychometric approach. This alignment ensures that the instrument adheres to established
validity and reliability standards. Furthermore, integrating these theoretical foundations strengthens the
study’s rigor, ensuring that both data collection and result interpretation remain consistent with recognized
social science practices.
The proposed methodology is shown in the following diagram.
Figure 1. Methodological process of the study.
Stage 1: Identification and operationalization of variables
The first step of the instrument design is to identify the constructs that are going to be considered for the
study, for this purpose, a comprehensive literature review using databases such as EBSCO Host, Elsevier,
Emerald, Gale, IEEE, Springer, Wiley and Google scholar was performed. The screening criteria require
publications from the last decade about vocational motivation toward engineering and STEM learning in
basic education. Table 1 presents their constructs and conceptual definitions. The resulting factors are:
practical and game-based learning, scientific and technological skills, vocational motivation toward
engineering, creativity and visual learning, adult support and orientation, curiosity and motivation for
discovery.
Literature review.
Definition of latent variables
(constructs)
Definition of observable variables
(indicators).
Operationalization of variables.
I. Identification and
operationalization of
variables
Instrument composition
22 total items.
Design based on 6 key
dimensions.
Sample characterization
II. Instrument design Content validity.
W Coefficient from Kendall.
Alpha coefficient from Cronbach
III. Reliability and
validity of the
instrument
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Table 1. Conceptual definition of the constructs from the children learning research focusing on their interest in STEM areas.
Construct
Description
Practical and game-based
learning
This component highlights the student’s preference for learning by
dynamic, game-based and experimentation-oriented activities. Literature
has proven that practical and game-based approaches promote a higher
knowledge retention, because children apply concepts in an active and
significant way [20]. Furthermore, activities focused in science and
technology through games have proven to be fundamentals to develop
skills in STEM areas from early ages [21], [22].
Scientific and technological
skills
Reveals the student preference for using electronic devices toward
mathematical learning. Recent research has proven that technological
devices enhance mathematical skills when offering interactive platforms
and learning dynamics [23]. Furthermore, using technology in the
classroom, allows students to learn more efficiently by giving access to
calculation and simulation tools [24].
Vocational motivation
toward engineering
Emphasizes the specific vocational interest toward engineering, which
can be influenced by the growing demand of professionals in the STEM
area and the promotion of these careers in educational environments.
Recent research points out that early exposure to engineering and science
concepts can awaken the vocational interest in children, because they
offer a clear vision of how mathematical and scientific knowledge is
applied in real-world scenarios [25].
Creativity and visual
learning
The component highlights the importance of creative and visual learning
in basic education. The usage of colors and imagination in educational
activities promote a higher participation of children in the learning
process. Studies have demonstrated that visual methods, as the use of
colors, aid the children to improve their learning on complex concepts and
reinforce memory [26], [27].
Adult support and
orientation
The component points out the relevance of parents and teachers' support
in the educational process of the children. Literature states that the adult
involvement in the children's learning is key for their academic success,
particularly in hard activities [28]. Children that receive support at home
or school often have better academic results and show intrinsic motivation
[29].
Curiosity and motivation for
discovery
Learning based on curiosity and experimentation is one of the most
effective ways of learning in childhood, due to the promotion of a higher
emotional implication and a genuine interest for knowledge [30].
Note: The constructs of factors that influence the interest of children in STEM areas where defined and
described by literature analysis.
The six factors represent the latent variables that are studied by means of the survey. These variables
cannot be measured directly, therefore, it is necessary to operationalize them [31], [32], moreover, convert
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the subjective variables into objective variables that are directly observables [33], [34]. In consequence,
the final survey is the product of that operationalization. Then, it is necessary to start from the conceptual
definitions in Table 1, after that, define indicators for each construct, and finally give at least an item that
allows us to measure the indicator.
As an example of the operationalization process of the variables, Table 2 presents the constructs for
example: of the practical and game-based learning, defined by 4 indicators: Recognition for dynamic
activities, preferences for construction games, willingness for new activities and excitement of discovery.
Each indicator is, in turn, followed by the items used to measure it. Thus, the indicator labeled as
“Recognition for dynamic activities '' is measured through item PGL1. Do you have fun playing and
performing experiments? the indicator “preferences for construction games, needs,'' by item PGL2, the
indicator “willingness for new activities '' by item PGL3 and the indicator “excitement of discovery” by
item PGL4.
Moreover, items corresponding to each indicator are given as well as how to measure them in Table 2.
Figure 2 proposes a model aimed at understanding and analyzing the latent factors that influence children's
interest in STEM (Science, Technology, Engineering, and Mathematics). To this end, a statistical model
is proposed that incorporates variables that are not directly observable but are manifested through
responses to specific items within the measurement instrument. The proposed statistical model is based
on the idea that the observable items in the questionnaire are indicators of underlying constructs, i.e., each
set of questions is associated with a specific latent factor. These factors are not measured directly, but
their presence can be inferred from response patterns [33].
This approach allows STEM interest to be interpreted not as a single variable, but as a combination of
several dimensions that interact with each other.
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Table 2. The operationalization of latent variables (constructs).
Construct
Indicator
Items
Practical and
game-based
learning (PGL)
Recognition for dynamic activities
PGL1. Do you have fun playing and
performing experiments?
Preferences for construction games
PGL2. Do you like to play games where
you have to build things, as blocks?
Willingness for new activities
PGL3. Do you enjoy doing new things?
Excitement of discovery
PGL4. Are you excited by discovering
new things?
Scientific and
technological
skills (STS)
STS1. Do you think science and
technology are fun?
STS2. Do you know how to use a phone
or a tablet?
STS3. Do you know what an engineer
does?
Vocational
motivation
toward
engineering
(VME)
VME1. Do you enjoy classes where you
work with numbers, such as mathematics?
VME2. Would you like to learn more
about science?
Adult support
and orientation
(ASO)
ASO1. Do you try different approaches
when solving a problem?
ASO2. Do you ask your parents for help
in order to make experiments or solve
puzzles?
Curiosity and
motivation for
discovery
(CMD)
CMD1. Do your parents or teachers
encourage you to do experiments or
activities?
CMD2. Do you imagine tales when doing
experiments?
Creativity and
visual learning
(CVL)
CVL1. Do you enjoy activities where you
can use a lot of colors?
CVL2. Would you like to be an engineer
when you grow up?
Note: Identification of indicators, items proposal and how the construct was measured.
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Figure 2. Model Statistical model of the study.
Stage 2. Instrument design
The instrument structure mixes 22 types of items, 16 closed-ended questions, 1 opened question, 2
activities based on drawings and 3 practical activities of Lego block building (see operationalization table
in the appendix section).
The measurement instrument was designed based on the six key dimensions, each dimension aimed to
obtain different interest approaches and willingness of the children toward STEM by a combination of
types of test items:
Closed-ended questions: These questions allowed to measure specific interest aspects in learning and
exploration activities. For example, items such as “I like to use electronic devices” and “Science,
engineering and technology amuse me” were included. The questions use response options presented on
a visual emoji scale that allow the children answer in an accessible format for their age.
Drawing: The respondents drew topics such as “What I want to be when I am an adultand colored figures
with their favorite colors. These activities allowed to evaluate personal preferences, vocational aspirations
and helped the children to creatively express their interest without linguistic barriers.
Factors
Influencing
Children's
Learning
Through Their
Interest in
STEM Areas
Practical and
game-based
learning (PGL)
Scientific and
technological
skills (STS)
Adult support
and
orientation
(ASO)
Vocational
motivation
toward
engineering
(VME)
Curiosity and
motivation for
discovery
(CMD)
Creativity and
visual learning
(CVL)
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Building with Legos: Teamwork practical activities were performed in order to evaluate creativity,
collaboration and problem solving. These activities included using LEGO blocks to build houses,
binoculars and airplanes, each of one was aimed to evaluate and specific skill. The building activity of the
house measured creativity, whilst the binoculars and airplane evaluated the teamwork and problem-
solving skills, respectively.
This combined approach addresses the need of adapting to cognitive and expressive capabilities found in
the children's development. For example, open questions based on drawings enhance creativity and
personal expression, while practical activities offer significant and tangible STEM concepts. These
strategies are aligned with Piaget [7] recommendations, who clarify the importance of the direct
manipulation and observation in the learning, and with Vygotsky [13], consider the learning as a social
process regulated by collaborative activities and cultural tools.
The final survey was designed as a developmentally appropriate tool to assess children's interest and
engagement in STEM. The final instrument is shown in the following figure 3:
Figure 3. Measurement instrument.
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A pilot study was conducted with a sample of 37 elementary school students in Tijuana, Baja California,
to validate the questionnaire and assess the relevance and clarity of its items based on the participants’
comprehension and responses. Prior to its administration, a formal written request was submitted to the
principals of the participating schools to obtain the necessary institutional consent, thereby ensuring
compliance with ethical principles in educational research.
Stage 3. Reliability and validity of the instrument.
Specific tests were conducted in order to ensure the validity and reliability of the designed questionnaire.
These tests aim to ensure that the items are appropriate to measure the children's interest in science,
technology and engineering [35], [36]. The evaluation included content validity analysis, agreement
between evaluators and internal consistency of the instrument.
Content validity by Hernández Nieto Method
The instrument content validity was carried out by the Content Validity Coefficient (CVC), a method
proposed by Hernández Nieto [37] that allows a quantitative evaluation of the clarity and pertinence of
the items. This method uses a numeric index to classify the validity of the items in a scale form
inacceptable to excellent, which facilitates an objective interpretation of the evaluation performed by
experts. Furthermore, CVC stands out among other validation methods for its specific focus on the clarity
and relevance of each item, being considered acceptable at a value of 0.80, which indicates significant
match between experts [38].
In this work, items were revised by a multidisciplinary group of 5 experts in the field of psychology,
preschooler education, social work and children development, ensuring an integral perspective. Each item
was evaluated in three key aspects: appropriateness, clarity and composition, using Likert scale, where 1=
Unacceptable, 2= Poor, 3= Fair, 4=Good and 5= Excellent. The assigned points were added to obtain a
total score of each item, also, a space was dedicated to register comments and observations.
The CVC calculation obtained an average of 0.91, which scores as “good” according to the Hernandez
Nieto proposed scale. This result indicates that the instrument items are clear and relevant to measure
proposed dimensions, demonstrating significant match between experts.
Match between evaluator: W Coefficient from Kendall
W coefficient from Kendall was employed in order to evaluate match between evaluators, this is a robust
technique that measures the agreement level between evaluators [39]. W coefficient from Kendall
calculation was carried out using Minitab software. The obtained results allowed to determine the degree
of match between evaluators and, in consequence, validate the items coherence. A significant value of this
test confirms that the evaluators share a common perception about appropriateness, clarity and
composition of items, which is essential to guarantee the instrument's consistency [40], [41].
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Kendall appropriateness hypothesis
𝐻o: There is no association between evaluators scores.
Ha: There is a match between evaluators scores.
The results of Kendall appropriateness analysis yielded a value es p= 0.0202, lower than 0.05, rejecting
the null hypothesis and confirming a significant match between evaluators in the item valuation, with a
coefficient of W=0.38341 [40].
Reliability of the Instrument: Alpha coefficient from Cronbach
The internal consistency of the questionnaire was evaluated by the Alpha coefficient from Cronbach,
which is considered as a stand for Likert scales [42]. In order to facilitate the children's understanding, the
instrument utilizes expressive faces that represent a level of agreement, with the scale going from 1 (“I do
not like at all”) to 4 (“I like it very much”) in the closed-ended questions from the measurement instrument.
The pilot test applied to 37 kids in a community center of Tijuana, Baja California, obtained 0.841 in the
Alpha coefficient from Cronbach, which indicated a high reliability, appropriate for a preliminary
psychometric study [43], [44]. The sample size is in the recommended range to obtain preliminary
estimation of reliability in psychometric studies. According to [44], between 30 and 50 participants are
appropriate for pilot studies, because they give a reasonable basis to evaluate the internal consistency of
the instrument. Moreover, [45] states that a sample of this size is enough for a first reliability evaluation,
although he recommended a bigger sample in the final phase of the study to ensure a more robust and
representative analysis. In a second round, the sample size was expanded to 167 children with the purpose
of conducting a future factor analysis. Using these data, the behavior of Cronbach’s alpha coefficient was
analyzed again, obtaining a value of 0.78, which indicates good internal consistency among the items of
the instrument.
The measurement instrument was applied by a qualified interviewer, who had experience in the instrument
and skills for working with children. The interviewer read out loud every item in an environment such as
a classroom of an elementary school or a community center, giving a brief description to ensure the
sentence comprehension. Then, requested every kid to answer according to the type of item, by selecting
a face that represents their response, making a drawing or participating in the building activity. Enough
time was given to the participants to finish the activities.
4. Results and Discussion
The instrument was administered to a sample size of 165 students of basic education in order to perform
a comprehensive analysis, which allowed to obtain solid data and ensure the precision in the reliability
estimation of Alpha coefficient from Cronbach and other indicators of the study. The sample was selected
by stratified sampling, gathering children from 6 to 12 years old in elementary schools from Tecate and
Tijuana, Baja California, Mexico. In this analysis, a value of 0.7841 was obtained, which is superior to
0.70, indicating a proper reliability according to the conventional standard in social and educational
research [46]. These results demonstrate the validity and reliability of the designed survey in order to
measure the dimensions related with STEM learning in children from 6 to 12 years old.
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Therefore, the results obtained so far are limited in scope to the region of Baja California. In subsequent
stages, it is planned to extend the application of the instrument nationwide through stratified sampling by
the states of the Mexican Republic, in order to obtain a representative sample and generalize the findings.
This process will make it possible to strengthen the external validity of the instrument and to generate a
broader overview of interest and vocational motivation toward STEM among the Mexican child
population.
Gender Distribution
The 165 students’ sample have a quasi-equal distribution between girls (50.9%) y boys (49.1%). This
result is encouraging, because it indicates gender parity in basic education. Considering the low women
enrollment in STEM undergraduate programs, it is fundamental to design specific strategies to enhance
the girl’s participation from an early age and challenge gender stereotypes associated with these
disciplines. The investigation results act as a starting point to develop educational programs that promote
gender equity and interest for science and technology in both genders.
Learning experiences in girls and boys
The survey results presented in Table 2 show a significant tendency toward activities that enhance the
autonomous exploration and problem solving, with a high interest for the use of electronic devices and
dynamic activities. This finding presents a natural affinity among children toward technology and
environment interaction, which represent a key opportunity to introduce integrated learning experiences
with technological tools. Likewise, the positive valuation toward science and technology is an opportunity
to enhance scientific vocations from an early age. However, potential areas of development were observed.
The difficulty of asking for help when facing challenges and the low perception of engineering as an
attractive option indicates the need of strengthening the pedagogical support and the role modeling in
these areas.
Due to the survey application time, only 81 answers were recovered regarding aspirational professions
(item 1), favorite game (item 10) and favorite color (item 12). From 81 answers, 49.4% were boys and
50.6% were girls, results are presented next.
The highest level of favorable responses (98%) is associated with the use of mobile phones or tablets (Item
2, Mean: 3.6303). This finding is noteworthy, as it reflects children’s natural affinity for technological
devices and their engagement with interactive environments. Additionally, 95% of the participants
reported excitement when discovering new things (Item 12, Mean: 3.5818). Enjoyment of hands-on
activities, such as experiments and games, was reported by 87% of the children (Item 5, Mean: 3.3273),
while 89% expressed enjoyment in trying new activities (Item 13, Mean: 3.4848). Overall, these results
confirm that children demonstrate heightened interest when participating in dynamic and experiential
learning activities.
Interest in engineering was notably low, with only 41% of respondents expressing a desire to become
engineers as adults (Item 22, Mean: 2.2606). Furthermore, only 63% reported knowing what an engineer
does (Item 17). These findings indicate the need to strengthen role modeling and improve the perception
of engineering as an attractive career option.
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Only 59% of children seek help from their parents for experiments or puzzles (Item 6, Mean: 2.6667).
This relatively low proportion, together with the limited vocational perception, suggests the need to
enhance pedagogical and family support.
Table 3. Learning indicators expectations in boys and girls.
Item
#
Item indicator
Mean
Median
Mode
Std. Dev.
Favorable
response
2
Do you know how to use a phone
or a tablet?
3.6303
4
4
0.5206
98%
3
Do you enjoy classes where you
work with numbers, such as
mathematics?
3.0182
3
3
0.9271
76%
4
Do you think science and
technology are fun?
3.097
3
3
0.8354
81%
5
Do you have fun making activities
as experiments and games?
3.3273
3
4
0.7664
87%
6
Do you ask your parents for help
in order to make experiments or
solve puzzles?
2.6667
3
3
1.002
59%
7
Do you try different approaches
when solving a problem?
3.297
3
3
0.726
52%
9
Do you ask an adult if you have
questions about your homework
or games?
3.1333
3
4
0.991
76%
11
Do you enjoy activities where you
can use a lot of colors?
3.3333
4
4
0.8434
87%
12
Is it exciting to discover new
things?
3.5818
4
4
0.6056
95%
13
Do you like to do new things?
3.4848
4
4
0.7539
89%
14
Do your parents or teachers
encourage you to do experiments
or activities?
3.2788
3
4
0.8008
85%
16
Do you imagine tales when doing
experiments?
2.9273
3
3
0.9663
69%
17
Do you know what an engineer
does?
2.7273
3
3
1.0143
63%
18
Would you like to learn more
about science?
3.1152
3
3
0.8583
79%
22
Would you like to be an engineer
when you grow up?
2.2606
2
2
1.0175
41%
Note: These items were evaluated using a scale represented by expressive faces, with scores from 1 to 4.
On this scale, 1 represents “I do not like it at all” and 4 represents “I like it very much”.
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Professional aspirations
Figure 4 presents the professional aspirations of 81 students, showing diverse interests, however
traditional professions such as football player, artist or medic were majority chosen. It is seen that
engineering is not a majority option. This finding is crucial because it reflects the low enrollment in
academic programs related to STEM, a challenge identified in the introduction of the study, particularly
in regions such as Baja California, where the manufacturing industry demands qualified professionals.
These results suggest that, although natural curiosity for exploring different professional fields exists, it
is necessary to implement specific strategies to enhance the interest for STEM careers from an early age.
It is important to highlight that the STEM professional interest can be influenced by diverse factors, such
as role model exposition, experience in STEM activities in school and the familiar environment.
Figure 4. Distribution of children's career aspirations, based on survey responses.
Note: It is the first question of the survey (Item 1). “Can you draw what you would like to be when you grow up?”
Favorite game
Figure 5 shows a clear children preference for videogames, easily winning over other traditional games
such as football. This result proves the growing influence of technology in children's free time and the
attraction that videogames have as an entertainment option. Despite digital dominance, a diversity of
interests remains, as other games such as basketball, hide-and-seek, or Chinese checkers were also
mentioned. This aspect is crucial for the future development of the project (didactic prototype), since
although technology (such as video games) is a powerful motivational tool, the study confirms that
familiarity with electronic devices can enhance STEM skills when used appropriately. The survey results
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also demonstrated a high level of technological familiarity (98% of children know how to use a phone or
tablet, as shown in Table 3). Figure 5 further reinforces this technological affinity.
Figure 5. Distribution of children's game choices, based on survey responses. Note: It is the tenth question of the survey (Item
10), “What is your favorite game?”.
Favorite color and geometric shape
The color preference analysis with elementary school children revealed a clear choice for color blue, then
purple and green. These results are consistent with previous studies that suggest an association between
blue and tranquility, purple and green with creativity. The preference for cold colors can be influenced by
nature exposure, because a lot of kids spend time outdoors and associate these colors to heaven, sea and
vegetation. This finding has important implications for the Creativity and Visual Learning (CVL)
dimension, as the appropriate selection of colors in instructional materials or educational spaces can
enhance children’s concentration, relaxation, and learning. This is essential because the use of color and
imagination fosters greater student engagement in the learning process, and visual methods help improve
the understanding of complex concepts.
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Figure 6. Distribution of children's preferred color, based on survey responses.
Regarding geometric figures, children show preference for triangle and circle, with 38% for each one,
followed by the pentagon (15%) and the square (10%). These findings could be related to children's
interaction with geometric figures from an early age. Previous research states that preference and
comprehension of geometric figures in childhood depends on different factors, including the frequency of
how they appear in their environment, their use in didactic material and structural complexity [47].
Project of building with blocks
In this section, the activity of building with Legos’ blocks are presented, which was designed to evaluate
creativity skills, teamwork and problem solving. Here, teams-built houses with blocks in order to evaluate
their creativity, increasing the generation of original ideas and imagination. In the teamwork activity,
children must build binoculars in a collaborative way, testing their ability to communicate and coordinate.
Finally, problem solving skills were evaluated through the airplane construction activity, which requires
logical thinking and the ability to overcome obstacles.
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Figure 7. Distribution of children's self-assessment on STEM skills after the construction activity.
Figure 7, shows that participants obtained better results for teamwork level and problem solving, which is
due to the collaborative nature of the assigned tasks and the need of finding a practical solution to build
binoculars and the airplane. However, it is important to highlight that the house building, focused on
creativity, obtained a score slightly lower, which could be attributed to the autonomy given in this activity,
which can result in challenges for some children.
The creativity score, teamwork and problem solving, was measured by Lego’s building activities in teams
of 3 or 4 participants. The score was 15 points for excellent performance, 10 points for average
performance and 5 points for regular performance. The construction of the binoculars model served to
obtain information about teamwork, the house model for creativity and the airplane model for problem
solving.
These results support a detailed proposal of the influence that practical and game-based learning, scientific
and technological skills, vocational motivation toward engineering, creativity and visual learning, adult
support and orientation, curiosity and motivation for discovery exert in the children’s interest for science
and technology. This statement differs from [48] work that highlights the influence of digital technology
as only a motivational tool; our findings indicate that the combination of electronic devices with active
learning activities and exploration results in an improved development of STEM skills.
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On the other hand, [14] state that videogames and technological devices familiarity can enhance STEM
skills if used properly. This study corroborates this conclusion by demonstrating that children with affinity
for electronic devices also showed interest in activities related to science and mathematics.
Regarding intrinsic motivation, the results support [9] about the importance of learning motivation as in
[49], which highlights the relevance of learning by discovering, the work suggests that practical and game-
based approach can be key to enhancing the STEM interest.
The results of this study confirm previous research [4][5] regarding the need to strengthen children’s
interest in STEM fields. Therefore, there is a clear need for didactic and playful strategies that stimulate
children’s interest in these areas.
5. Conclusions
The study demonstrates that intrinsic motivation, active learning and familiar and teacher support are
fundamental to enhancing the interest in STEM areas for basic education. The obtained results suggest
that children that participate in practical and dynamical activities, and receive support from their
environment, develop stronger preference toward science and technology, supporting theories as social
learning from Bandura and the auto determination theory from Deci and Ryan, which emphasize the
environmental role and the motivation during the learning process. Didactic materials and school
curriculum should be improved in order to make STEM engaging and attractive to children. Children's
preferences for practical activities and their professional aspirations highlight the need for educational
programs that make science and technology more engaging and aligned with their interests. Workshops
and guidance programs for parents and teachers is also a key action, their involvement can significantly
enhance resilience, critical thinking and STEM interest.
In summary, the results of this study highlight the need for an inclusive and motivating educational
approach that encourages STEM learning from an early age. It is possible to grow an early age interest in
STEM by proper curriculum design, the use of didactic materials, technological attractive tools and
collaboration between school and family. These findings provide a strong foundation for the development
of educational intervention programs that prepare students for the challenges of a technology-driven and
science-oriented environment.
The results obtained will serve as a basis for identifying key factors in the designsuch as functionality
and level of interactivity—that can influence children’s interest and motivation in a STEM game that
responds to their educational needs and expectations. This approach aims to inspire future generations in
STEM fields and help reduce the existing gap between the manufacturing sector and the available
professional education, thereby enhancing the economic competitiveness of Baja California.
Discussion
This section compares the findings of the present study with previous research on STEM education,
particularly those focused on inquiry-based learning and active methodologies in basic education.
The results of this study show that children tend to prefer interactive, hands-on learning environments that
incorporate technology. Furthermore, the study found that both adult guidance and curiosity-driven
exploration significantly influence their interest in STEM fields. These findings are consistent with
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previous studies conducted in the field of STEM education during the elementary school years. These
findings are consistent with those reported by Casas and Muñoz (2022), who, following the
implementation of inquiry-based learning units, developed digital teaching materials as a support guide
for teachers, aimed at promoting the development of STEM competencies in students. This contribution
highlights the importance of having practical and adaptable tools that facilitate the implementation of
STEM strategies in the classroom [50].
Similarly, the results are consistent with studies on the use of educational games, which demonstrate that
integrating playful strategies into STEM education significantly increases student motivation,
engagement, and active participation [51]. Furthermore, these studies show that game-based learning
fosters the development of essential 21st-century skills, such as critical thinking, problem-solving, and
collaborative work, while also promoting hands-on learning that enables a deeper and more lasting
understanding of scientific and mathematical concepts [51].
Furthermore, the integration of robotics into STEM education creates learning environments that foster
not only the development of technical skills but also key social competencies. Various studies indicate
that STEM projects focused on solving real-world problems promote collaboration, communication, and
respect for others’ ideas. Teamwork in these types of activities strengthens both academic learning and
socio-emotional skills, such as active listening, emotion management, and cooperation to achieve common
goals. In this sense, STEM education contributes to the development of resilient and competent students,
capable of facing the challenges of today’s world [52].
Finally, the results of our study highlight the importance of identifying the factors that influence children’s
interest in STEM fields, as these elements form a fundamental basis for designing educational games and
interactive teaching materials that meet their needs, foster their motivation, and promote more meaningful
learning.
Future work
As a future line of this research, the statistical analysis of the instrument will be expanded through
exploratory and confirmatory factor analyses, with the aim of strengthening construct validity and more
precisely determining the empirical weight of each latent variable. This extended analysis will allow a
deeper examination of the factorial structure of the instrument and the relationships among the validated
constructs. Based on these results, a didactic educational prototype in the form of a video game or
interactive application (app) will be developed for primary school students. The prototype will integrate
the validated variables identified as influential in children’s interest in STEM, seeking to provide a playful
and pedagogically grounded learning experience that complements the school curriculum and contributes
to increasing students’ engagement and interest in STEM areas from an early age.
Authorship acknowledgements
Yuridia Vega: Conceptualización; Ideas; Metodología; Análisis formal; Investigación; Análisis de datos;
Borrador original; Administración de proyecto. Eder German Lizárraga Medina: Ideas; Investigación;
Análisis de datos; Escritura; Revisión y edición. Marina de la Vega Rodríguez: Ideas; Metodología;
Análisis formal; Investigación; Análisis de datos; Escritura; Borrador original; Revisión y edición;
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Administración de proyecto. Manuel Javier Rosel Solís: Ideas; Metodología; Análisis formal;
Investigación; Revisión y edición; Administración de proyecto. Alex Bernardo Pimentel Mendoza:
Análisis formal; Investigación; Revisión y edición. Vladimir Becerril Mendoza: Análisis formal;
Investigación; Revisión y edición. References
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APPENDIX
Table of variables operationalization measured by scale.
Construct
Indicator
Items
Game-based learning
Appreciation for dynamic activities
Do you have fun doing activities such
as games and experiments?
Preference for building games
Do you like to play with toys where you
have to build things, like building
blocks?
Engagement for new activities
Do you like to make new things?
Excitement for discovery
Are you excited about discovering new
things?
Scientific and
technological skills
Interest in science and technology
Do you think science and technology
are fun?
Technological familiarity
Do you know how to use a cell phone or
a tablet?
Knowledge about engineering
profession
Do you know what an engineer does?
Technological familiarity
What is your favorite game?
Vocational
motivation toward
engineering
Mathematic preferences
Do you enjoy classes where you interact
with numbers, such as mathematics?
Desire for science learning
Would you like to learn more about
science?
Adult support and
orientation
Problem solving strategies
Do you try different approaches when
solving a problem?
Family support in learning
Do you ask your parents for help to
make experiments or solve puzzles?
Family support in learning
Do you ask for help when doing your
homework or playing?
Curiosity and
motivation for
discovery
Building project (Creativity)
Get into groups and build binoculars
using the available Lego blocks of
different sizes and colors. Imagine how
the characteristics of the blocks can
improve the stability and functionality
of the binoculars. How do you use the
colors and sizes of blocks to make an
attractive and unique binocular?
Building project (Teamwork)
Get into groups and build a house using
the available Lego blocks of different
sizes and colors. Imagine what kind of
house you would like to build. Use
different block sizes to obtain a solid
structure and colors to make it more
interesting or unique. What challenges
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will you face with the materials and
how can you solve them in order to
obtain a stable and creative house?
Construction project (Problem
solving)
Get into groups and build an airplane
using the available Lego blocks of
different sizes and colors. Imagine what
kind of airplane you would like to build
(fighter, for transportation, etc.) and
how the different sizes of blocks can
contribute to represent the parts of it,
such as wings, fuselage, wheels, etc.
How will you solve the stability and
functionality issues in the airplane?
How are you going to set the colors in
order to be more attractive?
External motivation in STEM
activities
Do your parents and teachers encourage
you to do experiments or activities?
Imagination during experiments
Do you imagine stories when doing
experiments or activities?
Creativity and visual
learning
Creativity and visual learning
Do you enjoy activities where you can
use a lot of colors?
Creativity and visual learning
Draw your favorite geometric figure
using your favorite color.
Professional aspiration
Would you like to be an engineer when
you grow up?
Professional aspiration
Draw what you would like to be when
you grow up.
Derechos de Autor (c) 2026 Yuridia Vega, Eder German Lizárraga Medina, Marina de la Vega Rodríguez, Manuel Javier
Rosel Solís, Vladimir Becerril Mendoza, Alex Bernardo Pimentel Mendoza
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