SUMOBOT STEM EXPERIENCE: Engineering & Technology teacher education through problem-based learning

The School of Education in the University of Limerick (UL) is the largest provider of student teachers in post-primary schools in Ireland, with two thousand student teachers studying a wide variety of subjects, including the full suite of STEM subjects (Science, Technology, Engineering & Mathematics). STEM teacher education and professional learning is further supported in UL through the research & innovation centre, EPI∙STEM The National Centre for STEM Education.

On Monday, 27th April 2026, Dr Sean O’Connor ran an EPI∙STEM sponsored SUMOBOT STEM EXPEREINCE for student teachers in their third year of the Bachelor of Education in Graphics, Engineering and Technology (LM095) course. The SumoBot Tournament was an important capstone event for the student teachers and provided a unique opportunity to share their learning.

The STEM experience was delivered as part of a Design & Technology module in students’ second semester. The EPI∙STEM sponsored SUMOBOT STEM EXPEREINCE event challenged the technology teachers to work collaboratively to design, build, and test a remote-control robot that had capacity to compete in a sumo-style wrestling match against robots designed by their peers.

Throughout the immersive learning experience in the project, the student teachers developed important STEM-related skills (e.g. problem-solving and critical thinking) and competencies (e.g. collaboration and communication), while simultaneously enhancing their subject knowledge in areas including electronics and control systems. The SUMOBOT tournament at the end of the semester was designed to provide a platform for the student teachers to share their growing expertise in the topic and to motivate them by providing a tangible goal, encouraging creativity, innovation and a healthy sense of cooperation and competition.

From a pedagogical perspective, the module followed a problem-based learning (PBL) approach, encouraging the student teachers to investigate authentic engineering challenges and to develop solutions through collaboration and iterative design. This type of immersive experience places the student at the centre of their learning process and positions the teacher educator/teacher as an expert guide in an advanced professional practice. These approaches promote a STEM mindset by fostering curiosity, self-directed learning, evidence-based reasoning and the ability to work within and across STEM and education disciplines.

This Design & Technology module provided valuable experience in STEM learning for the student teachers, not only by developing key skills, competencies, and knowledge, but also by modelling motivating and effective teaching and learning practices that can be used in their own classrooms and schools. The success of this SUMOBOT STEM EXPERIENCE is clear to see from the animated photographs of the students and their engagement with their lecturer Dr Sean O’Connor

DR SEAN O CONNOR

 

 

 

 

 

 

 

THE FULL CLASS GROUP AT SUNBOT CHAMPIONSHIPS IN STEM EDUCATION

 

ENGAGED STEM LEARNERS

 

SUNBOT CHAMPIONS

 

Cathal Egan and Karen Duff won the event with their SumoBot, “The Cheese Grater”