This book includes papers presented at the International Conference "Educational Robotics 2016 (EDUROBOTICS)", Athens, November 25, 2016.
The papers build on constructivist and constructionist pedagogy and cover a variety of topics, including teacher education, design of educational robotics activities, didactical models, assessment methods, theater robotics, programming & making electronics with Snap4Arduino, the Duckietown project, robotics driven by tangible programming, Lego Mindstorms combined with App Inventor, the Orbital Education Platform, Anthropomorphic Robots and Human Meaning Makers in Education, and more.
It provides researchers interested in educational robotics with the latest advances in the field with a focus on science, technology, engineering, arts and mathematics (STEAM) education. At the same time it offers teachers and educators from primary to secondary and tertiary education insights into how educational robotics can trigger the development of technological interest and 21st century skills in STEAM education (creative thinking, team working, problem solving).
Reihe
Auflage
Sprache
Verlagsort
Verlagsgruppe
Springer International Publishing
Illustrationen
75 s/w Abbildungen
XI, 258 p. 75 illus.
Dateigröße
ISBN-13
978-3-319-55553-9 (9783319555539)
DOI
10.1007/978-3-319-55553-9
Schweitzer Klassifikation
1 - Preface [Seite 6]
2 - Organization [Seite 8]
2.1 - Program Committee [Seite 8]
2.2 - Additional Reviewers [Seite 9]
3 - Contents [Seite 10]
4 - Theory and Practice in Educational Robotics (Invited Papers) [Seite 13]
5 - Mindstorms Revisited: Making New Construals of Seymour Papert's Legacy [Seite 14]
5.1 - Abstract [Seite 14]
5.2 - 1 Introduction [Seite 14]
5.3 - 2 Mindstorms from a Computational Thinking Perspective [Seite 15]
5.4 - 3 Mindstorms from a Pedagogical Perspective [Seite 19]
5.5 - 4 Making Construals [Seite 23]
5.6 - 5 Conclusion [Seite 28]
5.7 - Acknowledgments [Seite 29]
5.8 - References [Seite 29]
6 - Primary Level Young Makers Programming & Making Electronics with Snap4Arduino [Seite 31]
6.1 - Abstract [Seite 31]
6.2 - 1 Introduction [Seite 31]
6.2.1 - 1.1 Methodological Issues [Seite 31]
6.2.2 - 1.2 Technological Issues: From Scratch to Snap4Arduino [Seite 32]
6.2.3 - 1.3 Educative Issues and Main Goals of This Paper [Seite 33]
6.3 - 2 The Course [Seite 34]
6.3.1 - 2.1 Participants, Materials and Methods [Seite 35]
6.3.2 - 2.2 Course Structure: Sessions with Different Projects and Different/Common Goals [Seite 36]
6.4 - 3 Results and General Discussion [Seite 37]
6.4.1 - 3.1 Results and Teaching Within the Course [Seite 37]
6.4.2 - 3.2 Importance of the Previous Background [Seite 39]
6.4.3 - 3.3 Methodological Issues: Pupils Programming with a PBL Approach [Seite 40]
6.4.4 - 3.4 Curriculum and Key Competencies [Seite 42]
6.4.5 - 3.5 Pupils' Course Satisfaction [Seite 42]
6.5 - 4 Conclusions [Seite 43]
6.6 - Acknowledgments [Seite 44]
6.7 - References [Seite 44]
7 - Theater Meets Robot - Toward Inclusive STEAM Education [Seite 45]
7.1 - Abstract [Seite 45]
7.2 - 1 Introduction [Seite 45]
7.3 - 2 Arts in Technology - A Brief Review [Seite 46]
7.4 - 3 Theater Robotics: Context - Story - Crafting - Telling [Seite 47]
7.5 - 4 Ongoing Work and Future Perspectives [Seite 49]
7.6 - References [Seite 50]
8 - Educational Robotics Projects in School and Higher Education [Seite 52]
9 - A Training Course in Educational Robotics for Learning Support Teachers [Seite 53]
9.1 - 1 Introduction [Seite 53]
9.2 - 2 Robotics in a Classroom with Special Needs [Seite 55]
9.2.1 - 2.1 Motivations and Challenges [Seite 55]
9.2.2 - 2.2 Keypoints of the Training Course [Seite 55]
9.3 - 3 Description of the Activities [Seite 56]
9.4 - 4 Evaluation of the Training Course [Seite 59]
9.4.1 - 4.1 Instruments and Procedures [Seite 59]
9.4.2 - 4.2 Participants [Seite 59]
9.4.3 - 4.3 Data Analysis [Seite 60]
9.5 - 5 Evaluation Summary and Conclusions [Seite 64]
9.6 - References [Seite 65]
10 - A Didactical Model for Educational Robotics Activities: A Study on Improving Skills Through Strong o ... [Seite 68]
10.1 - Abstract [Seite 68]
10.2 - 1 Introduction [Seite 68]
10.3 - 2 Theoretical Background [Seite 69]
10.3.1 - 2.1 Computational Thinking [Seite 70]
10.3.2 - 2.2 Strong vs. Minimal Teacher Guidance [Seite 70]
10.3.3 - 2.3 Research Questions [Seite 71]
10.4 - 3 Proposed Didactical Model CPG+ [Seite 71]
10.4.1 - 3.1 Pedagogical Character of the ER Seminar [Seite 71]
10.4.2 - 3.2 Temporal Organization of the ER Seminar [Seite 73]
10.5 - 4 Study [Seite 73]
10.5.1 - 4.1 Learning Design - Implementation - Procedure [Seite 74]
10.5.2 - 4.2 Data Collection [Seite 75]
10.5.3 - 4.3 Results [Seite 75]
10.5.4 - 4.4 Discussion [Seite 78]
10.6 - 5 Conclusions [Seite 80]
10.7 - References [Seite 81]
11 - The Effectiveness of Integrating Educational Robotic Activities into Higher Education Computer Science Curricula: A Case Study in a Developing Country [Seite 83]
11.1 - 1 Introduction [Seite 83]
11.2 - 2 Related Work [Seite 84]
11.3 - 3 Methodology [Seite 86]
11.3.1 - 3.1 Course Overview [Seite 86]
11.3.2 - 3.2 Learning Activities [Seite 87]
11.3.3 - 3.3 Study Design [Seite 90]
11.3.4 - 3.4 Student Surveys and Performance [Seite 90]
11.3.5 - 3.5 Participants [Seite 91]
11.4 - 4 Results [Seite 92]
11.4.1 - 4.1 Students' Self-assessment of the Activities [Seite 92]
11.4.2 - 4.2 Students' Exam Performance [Seite 94]
11.5 - 5 Discussion [Seite 94]
11.6 - 6 Conclusions [Seite 96]
11.7 - References [Seite 96]
12 - Educational Robotics and STEM Education in Primary Education: A Pilot Study Using the H&S Electronic ... [Seite 98]
12.1 - Abstract [Seite 98]
12.2 - 1 Introduction [Seite 98]
12.3 - 2 Educational Robotics and STEM Education [Seite 99]
12.3.1 - 2.1 Educational Robotics [Seite 99]
12.3.2 - 2.2 STEM Education [Seite 100]
12.3.3 - 2.3 Robotics and STEM Education [Seite 101]
12.4 - 3 Platform of H&S Electronic Systems [Seite 102]
12.4.1 - 3.1 Description [Seite 102]
12.4.2 - 3.2 Main Advantages [Seite 103]
12.5 - 4 Methodology [Seite 104]
12.5.1 - 4.1 The Educational Activity [Seite 105]
12.6 - 5 Findings [Seite 107]
12.7 - 6 Discussion and Conclusions [Seite 110]
12.8 - References [Seite 111]
13 - Duckietown: An Innovative Way to Teach Autonomy [Seite 114]
13.1 - 1 Introduction [Seite 114]
13.2 - 2 The Duckietown Platform [Seite 115]
13.2.1 - 2.1 Why Duckies? A Friendlier Image for Autonomous Vehicles [Seite 117]
13.3 - 3 Course Design [Seite 118]
13.3.1 - 3.1 Intended Learning Outcomes [Seite 118]
13.3.2 - 3.2 Teaching and Learning Activities [Seite 119]
13.3.3 - 3.3 Assessment Tools [Seite 122]
13.4 - 4 The ``Duckietown Engineering'' Role-Play [Seite 124]
13.5 - 5 Feedback from the First Implementation (MIT, Spring 2016) [Seite 124]
13.5.1 - 5.1 Teaching Staff [Seite 124]
13.5.2 - 5.2 Student Demographics [Seite 125]
13.5.3 - 5.3 Deliverables [Seite 125]
13.5.4 - 5.4 Reaching Underserved Demographics [Seite 127]
13.5.5 - 5.5 Student Feedback and Discussion [Seite 127]
13.6 - 6 Conclusions [Seite 128]
13.7 - References [Seite 129]
14 - Teacher Education to Analyze and Design Systems through Reverse Engineering [Seite 132]
14.1 - Abstract [Seite 132]
14.2 - 1 Introduction [Seite 132]
14.3 - 2 Educational Framework [Seite 134]
14.4 - 3 Reverse Engineering [Seite 135]
14.5 - 4 Teacher Education Course [Seite 136]
14.6 - 5 Instructional Units [Seite 137]
14.7 - 6 Student Reflections [Seite 139]
14.8 - 7 Conclusions [Seite 140]
14.9 - References [Seite 141]
15 - Methodologies in Educational Robotics [Seite 143]
16 - 29 Effective Ways You Can Use Robots in the Classroom [Seite 144]
16.1 - Abstract [Seite 144]
16.2 - 1 Introduction [Seite 144]
16.2.1 - 1.1 Data and Method [Seite 144]
16.2.2 - 1.2 The Robots [Seite 145]
16.3 - 2 ERA Principles [Seite 145]
16.4 - 3 Educational Robotics Café and Important Thoughts [Seite 146]
16.5 - 4 ERA Pedagogical Principle [Seite 146]
16.5.1 - 4.1 Application [Seite 147]
16.5.2 - 4.2 Tag Candidature [Seite 147]
16.5.3 - 4.3 The Activities [Seite 147]
16.5.4 - 4.4 The Tags [Seite 148]
16.5.5 - 4.5 Using the Pedagogical Tags [Seite 155]
16.6 - 5 Conclusions [Seite 155]
16.7 - Acknowledgements [Seite 155]
16.8 - References [Seite 155]
17 - Orbital Education Platform: Introducing Orbital Robotics to Secondary Education [Seite 158]
17.1 - 1 Introduction [Seite 158]
17.2 - 2 Pedagogical Targets [Seite 159]
17.2.1 - 2.1 Lessons' Content [Seite 160]
17.3 - 3 Pedagogical Approach [Seite 160]
17.4 - 4 Platform Design Objectives [Seite 161]
17.5 - 5 The Planar Space Emulator [Seite 162]
17.5.1 - 5.1 Concept and High Level Requirements [Seite 162]
17.5.2 - 5.2 Implementation [Seite 162]
17.5.3 - 5.3 The Space Robot `satellite' Mockups [Seite 163]
17.5.4 - 5.4 Remote Control [Seite 164]
17.6 - 6 The Platform Exploitation [Seite 164]
17.7 - 7 Discussion and Future Work [Seite 165]
17.8 - 8 Conclusion [Seite 165]
17.9 - References [Seite 166]
18 - A Scenario-Based Approach for Designing Educational Robotics Activities for Co-creative Problem Solving [Seite 167]
18.1 - Abstract [Seite 167]
18.2 - 1 Introduction [Seite 167]
18.3 - 2 From Informal Activities to Curricular-Integrated ER Activities [Seite 168]
18.4 - 3 A Scenario-Based Approach for Designing ER Activities [Seite 169]
18.5 - 4 Diversity in the ER Activities Within the Scenario [Seite 171]
18.5.1 - 4.1 A Taxonomy of ER Activities According to the Learners' Engagement in the Knowledge Building Process [Seite 173]
18.5.1.1 - 4.1.1 Level 1. Passive Exposure to Robotics (Without Manipulation) [Seite 174]
18.5.1.2 - 4.1.2 Level 2. Discussion About Robotics (Without Programming) [Seite 174]
18.5.1.3 - 4.1.3 Level 3. Individual or Collaborative Procedural Robotics (Programming/No Construction) [Seite 175]
18.5.1.4 - 4.1.4 Level 4. Engineering-Oriented Robotics (Programming and Construction) [Seite 175]
18.5.1.5 - 4.1.5 Level 5. Co-creative Project-Oriented Robotic Challenge (Collaborative Project Definition, Pro ... [Seite 175]
18.6 - 5 Discussion [Seite 176]
18.7 - References [Seite 177]
19 - Assessment of Lower Secondary School Pupils' Work at Educational Robotics Classes [Seite 179]
19.1 - Abstract [Seite 179]
19.2 - 1 Introduction [Seite 179]
19.3 - 2 Selected Methods [Seite 180]
19.4 - 3 Curriculum for Educational Robotics with LEGO WeDo [Seite 180]
19.5 - 4 Rubrics for Assessment Pupils' Own Robotic Model [Seite 181]
19.6 - 5 Conclusion [Seite 187]
19.7 - Acknowledgments [Seite 188]
19.8 - References [Seite 188]
20 - Educational Robotics and Programming [Seite 189]
21 - The Use of Robotics in Introductory Programming for Elementary Students [Seite 190]
21.1 - Abstract [Seite 190]
21.2 - 1 Introduction [Seite 190]
21.2.1 - 1.1 Robotics in Schools [Seite 190]
21.2.2 - 1.2 The Benefits of Robotics in Learning Programming [Seite 191]
21.3 - 2 Methodology [Seite 192]
21.3.1 - 2.1 Objective and Research Questions [Seite 192]
21.3.2 - 2.2 Sample [Seite 192]
21.3.3 - 2.3 Procedure [Seite 192]
21.4 - 3 Results [Seite 194]
21.5 - 4 Discussion [Seite 197]
21.6 - References [Seite 198]
22 - The Combined Use of Lego Mindstorms NXT and App Inventor for Teaching Novice Programmers [Seite 200]
22.1 - Abstract [Seite 200]
22.2 - 1 Introduction [Seite 200]
22.3 - 2 Difficulties in Teaching and Learning Programming [Seite 201]
22.4 - 3 Educational Robotics [Seite 202]
22.5 - 4 The App Inventor for Android Programming Environment [Seite 203]
22.6 - 5 Teaching Proposal [Seite 203]
22.6.1 - 5.1 Activities [Seite 204]
22.7 - 6 Evaluation of Educational Activity [Seite 207]
22.8 - 7 Conclusions [Seite 208]
22.9 - References [Seite 208]
23 - Educational Robots Driven by Tangible Programming Languages: A Review on the Field [Seite 212]
23.1 - Abstract [Seite 212]
23.2 - 1 Introduction [Seite 212]
23.3 - 2 Tangible Languages for Robot Programing [Seite 213]
23.3.1 - 2.1 Tortis - Slot Machine [Seite 213]
23.3.2 - 2.2 Tangible Programming for Trains [Seite 213]
23.3.3 - 2.3 Tangible Programming Using "Strings" [Seite 214]
23.3.4 - 2.4 Tangible Programming Brick [Seite 214]
23.3.5 - 2.5 Electronic Blocks - roBlocks [Seite 214]
23.3.6 - 2.6 GameBlocks [Seite 215]
23.3.7 - 2.7 Tern - Tangicons [Seite 215]
23.3.8 - 2.8 The PROTEAS Kit [Seite 215]
23.3.9 - 2.9 Algorithmic Bricks [Seite 215]
23.3.10 - 2.10 Dr. Wagon [Seite 216]
23.3.11 - 2.11 Robo-Blocks [Seite 216]
23.3.12 - 2.12 KIBO [Seite 217]
23.3.13 - 2.13 T-Maze, E-Blocks, TanProRobot [Seite 217]
23.3.14 - 2.14 Primo [Seite 217]
23.3.15 - 2.15 Code-a-Pillar [Seite 217]
23.3.16 - 2.16 Development of Tangible Programming Languages [Seite 217]
23.3.17 - 2.17 Research on Tangible Programming [Seite 218]
23.4 - 3 Conclusion [Seite 219]
23.5 - References [Seite 219]
24 - Learning Programming with Educational Robotics: Towards an Integrated Approach [Seite 222]
24.1 - Abstract [Seite 222]
24.2 - 1 Introduction [Seite 222]
24.3 - 2 The Study [Seite 223]
24.3.1 - 2.1 The Task [Seite 223]
24.3.2 - 2.2 Robotic Kit [Seite 224]
24.3.3 - 2.3 Data Collection [Seite 224]
24.4 - 3 Results [Seite 224]
24.4.1 - 3.1 The Human Body Analogy: Experimenting with the Sensors [Seite 224]
24.4.2 - 3.2 Facing the Limitations of Sequential Programming [Seite 225]
24.4.3 - 3.3 Translating Real World Distances into Programming Values [Seite 227]
24.4.4 - 3.4 From Sequential Programming to Loops [Seite 227]
24.4.5 - 3.5 Student Views About Robotics [Seite 228]
24.5 - 4 Concluding Remarks [Seite 228]
24.6 - Acknowledgments [Seite 229]
24.7 - References [Seite 229]
25 - Short Papers Reporting Good Practices or Work in Progress (Presented in the Conference as Posters) [Seite 230]
26 - Design Requirements for Educational Robotics Activities for Sustaining Collaborative Problem Solving [Seite 231]
26.1 - Abstract [Seite 231]
26.2 - 1 Complex and Collaborative Problem Solving for the 21st Century Challenges [Seite 231]
26.3 - 2 Collaborative Problem Solving (CPS) Skill [Seite 232]
26.4 - 3 Design Requirements for Educational Robotics (ER) Learning Activities Sustaining the CPS [Seite 232]
26.5 - 4 Discussion [Seite 234]
26.6 - References [Seite 234]
27 - Hedgehog Light - A Versatile, White Box Educational Robotics Controller [Seite 235]
27.1 - Abstract [Seite 235]
27.2 - 1 Introduction [Seite 235]
27.3 - 2 Architecture [Seite 235]
27.4 - 3 Maker Aspects and Open Source [Seite 236]
27.5 - 4 Capabilities and Use Cases [Seite 237]
27.5.1 - 4.1 Graphical Programming Using Pocket Bot [Seite 237]
27.5.2 - 4.2 Textual Programming Using Python [Seite 237]
27.5.3 - 4.3 Microcontroller Programming [Seite 238]
27.6 - 5 Conclusion and Future Work [Seite 238]
27.7 - Acknowledgment [Seite 238]
27.8 - References [Seite 238]
28 - Using LEGO Mindstorms as an Instructional Tool to Teach Science in Primary Education [Seite 239]
28.1 - Abstract [Seite 239]
28.2 - 1 Introduction [Seite 239]
28.3 - 2 Development of an Educational Lesson Plan [Seite 240]
28.4 - 3 Conclusion [Seite 241]
28.5 - References [Seite 241]
29 - Robotics Poetry. [Seite 243]
29.1 - Abstract [Seite 243]
29.2 - 1 Introduction [Seite 243]
29.3 - 2 Materials and Methods [Seite 244]
29.4 - 3 In Action [Seite 244]
29.5 - 4 Conclusions [Seite 246]
29.6 - References [Seite 247]
30 - Programming Constructs in Curriculum for Educational Robotics at Lower Secondary School [Seite 248]
30.1 - Abstract [Seite 248]
30.2 - 1 Introduction [Seite 248]
30.3 - 2 Methodology [Seite 249]
30.4 - 3 Programing Constructs in Our Curriculum [Seite 249]
30.5 - 4 Conclusions [Seite 250]
30.6 - Acknowledgments [Seite 251]
30.7 - References [Seite 251]
31 - Intensive Robotics Education Approach in the Form of a Summer Camp [Seite 252]
31.1 - 1 Introduction and General Idea [Seite 252]
31.2 - 2 Student Participants [Seite 253]
31.3 - 3 Schedule [Seite 253]
31.4 - 4 Means and Equipment [Seite 254]
31.5 - 5 The Competition [Seite 254]
31.6 - 6 Conclusion [Seite 255]
31.7 - References [Seite 256]
32 - Anthropomorphic Robots and Human Meaning Makers in Education [Seite 257]
32.1 - Abstract [Seite 257]
32.2 - 1 Introduction [Seite 257]
32.3 - 2 Anthropomorphism: Meanings Made [Seite 258]
32.4 - 3 Anthropomorphic Robots: Meanings Disrupted [Seite 258]
32.5 - 4 Human Meaning Makers [Seite 259]
32.6 - 5 Conclusions [Seite 260]
32.7 - Acknowledgements [Seite 260]
32.8 - References [Seite 260]
33 - Author Index [Seite 262]