This document discusses the use of educational robotics as assistive tools for learning mathematics and science. It provides an overview of the advantages of using robots in education, such as developing cognitive and social skills. However, challenges also exist, such as teachers not being prepared to implement new technologies. The document also examines different robotics platforms and programming software used in education. Overall, educational robotics have been shown to improve student learning and motivation, especially for subjects like math, but support materials and training for teachers is needed for successful integration.
Educational robotics has several potential benefits but also faces challenges in implementation. It can develop students' cognitive and social skills, and motivate learning. However, teachers need time and appropriate curricula to successfully integrate the technology. Research found that educational robotics benefited both genders and improved students' problem-solving and higher-order thinking skills through constructivist learning approaches. User-friendly robots and introductory curricula can make educational robotics more accessible and enjoyable for both students and teachers.
The Importance of the Use of Technological Tools in the Sesi Senai Catalão Sc...Alexandre António Timbane
Abstract: The article discusses the development of the educational robotic tool through the application of LEGO KIT applied to students of Basic Education of SESI/ SENAI in Catalan. To support this work, we sought theoretical arguments in relevant articles that deal with the subject in the academic and institutional Google database SESI and SENAI, which from the reading and analysis of the theories cited in the texts, provided the content for the argumentation of the discussions on the mechanisms for applying the LEGO KIT to EBEP students. The methodology was the selective and exploratory bibliographical review, through the reading of institutional material and interview of the pedagogical team of the institution and students participating in the project, comparison of performance results of participation in the FLL Tournament, ENEM, SISUTEC and vestibular. After the case study it was verified that educational robotics can be an innovative and dynamic tool of the teachinglearning process in an educational institution.
This document summarizes experiences implementing a robotics education program called RoboESL at a junior high school in Athens, Greece over two school years. It describes:
1) How students worked in groups to solve problems using LEGO Mindstorms robots, applying a constructivist learning model.
2) The six step problem-based learning framework used, involving defining a problem, planning solutions, implementing strategies, and evaluating outcomes.
3) Details of the two implementations, including adjustments made the second time to address student fatigue.
Assessing school children’ ICT literacy skill remains a problem. Children are different from adults in the way they use technology. For that reason, commonly used evaluation methods such as questionnaires and observations are not able to potray the competency level acquired by these children. This paper explores the possibility of using suitable tracing tool for capturing computing activities of school children. In this pilot study, nine school children who are e-book users have been selected. The log file produced by the tracing tool was then used to identify the patterns of ICT competency level among these e-book users. The results show the benefit of using the RateSkill as a computerized and automated ICT literacy skill assessment tool.
Competencies for the 21st Century: Integrating ICT to Life, School and Econom...education_and_science
Abstract
This paper proposes that technological competencies for teachers and students cannot be developed and/or studied without considering an array of factors that impact the Teaching and Learning Processes (TLP) inside and outside of school. Specifically, it proposes to pay attention to other competencies that should be developed by both teachers and students. This essay presents some successful experiences and problems associated to the use of the Information and Communication Technologies (ICT) observed in the countries’ members of the OECD (Organization for Economic Co-operation and Development) and in Latin America and the Caribbean, suggesting herewith possible solutions.
Keywords
* Information and Communication Technologies (ICT);
* 21st century competencies;
* teaching and learning process (TLP)
1) The document presents MyLearnMate, a computer-based education system that uses touch, drag-and-drop, and ink features to interactively teach math and science concepts to primary school students.
2) Key concepts are taught through activities where students can touch, drag, and drop objects to learn things like days of the week, human anatomy, and the concept of force. Microsoft ink is used for writing practice.
3) A study found that using MyLearnMate improved students' test performance on math and science questions compared to traditional classroom learning. Teachers and students also preferred the interactive learning methods over traditional teaching.
This document summarizes a study that implemented a technology program called ALASKA into three Algebra I classes at an urban high school. It included a professional development component called PREDICATE for the three algebra teachers. The goals were to increase student learning, encourage teacher creativity, and help teachers create their own digital content to share. The program included tablet computers, collaborative workspaces, a digital library of teacher-created content, and professional development workshops for the teachers. Over three days of workshops, the teachers learned to use software to create content, discussed how to best support student learning, and reflected on incorporating the new technologies and content into their classes.
This document discusses the development of an educational technology for improving teachers' skills in using computer technologies and addressing issues in the IT industry. It proposes several approaches: 1) A systems and activity approach to model future specialists' activities and the activities required to work with applications. 2) A hermeneutic approach to establish a system of interpreting application interfaces based on users' comprehension levels. 3) An integrative approach to establish common semantics for IT-related disciplines to optimize learning within application software. The technology includes diagrams of computer activities, methods for developing conceptual frameworks for creating application algorithms, and minimizing user algorithms. The technology is intended to help IT teachers and business coaches train users.
Educational robotics has several potential benefits but also faces challenges in implementation. It can develop students' cognitive and social skills, and motivate learning. However, teachers need time and appropriate curricula to successfully integrate the technology. Research found that educational robotics benefited both genders and improved students' problem-solving and higher-order thinking skills through constructivist learning approaches. User-friendly robots and introductory curricula can make educational robotics more accessible and enjoyable for both students and teachers.
The Importance of the Use of Technological Tools in the Sesi Senai Catalão Sc...Alexandre António Timbane
Abstract: The article discusses the development of the educational robotic tool through the application of LEGO KIT applied to students of Basic Education of SESI/ SENAI in Catalan. To support this work, we sought theoretical arguments in relevant articles that deal with the subject in the academic and institutional Google database SESI and SENAI, which from the reading and analysis of the theories cited in the texts, provided the content for the argumentation of the discussions on the mechanisms for applying the LEGO KIT to EBEP students. The methodology was the selective and exploratory bibliographical review, through the reading of institutional material and interview of the pedagogical team of the institution and students participating in the project, comparison of performance results of participation in the FLL Tournament, ENEM, SISUTEC and vestibular. After the case study it was verified that educational robotics can be an innovative and dynamic tool of the teachinglearning process in an educational institution.
This document summarizes experiences implementing a robotics education program called RoboESL at a junior high school in Athens, Greece over two school years. It describes:
1) How students worked in groups to solve problems using LEGO Mindstorms robots, applying a constructivist learning model.
2) The six step problem-based learning framework used, involving defining a problem, planning solutions, implementing strategies, and evaluating outcomes.
3) Details of the two implementations, including adjustments made the second time to address student fatigue.
Assessing school children’ ICT literacy skill remains a problem. Children are different from adults in the way they use technology. For that reason, commonly used evaluation methods such as questionnaires and observations are not able to potray the competency level acquired by these children. This paper explores the possibility of using suitable tracing tool for capturing computing activities of school children. In this pilot study, nine school children who are e-book users have been selected. The log file produced by the tracing tool was then used to identify the patterns of ICT competency level among these e-book users. The results show the benefit of using the RateSkill as a computerized and automated ICT literacy skill assessment tool.
Competencies for the 21st Century: Integrating ICT to Life, School and Econom...education_and_science
Abstract
This paper proposes that technological competencies for teachers and students cannot be developed and/or studied without considering an array of factors that impact the Teaching and Learning Processes (TLP) inside and outside of school. Specifically, it proposes to pay attention to other competencies that should be developed by both teachers and students. This essay presents some successful experiences and problems associated to the use of the Information and Communication Technologies (ICT) observed in the countries’ members of the OECD (Organization for Economic Co-operation and Development) and in Latin America and the Caribbean, suggesting herewith possible solutions.
Keywords
* Information and Communication Technologies (ICT);
* 21st century competencies;
* teaching and learning process (TLP)
1) The document presents MyLearnMate, a computer-based education system that uses touch, drag-and-drop, and ink features to interactively teach math and science concepts to primary school students.
2) Key concepts are taught through activities where students can touch, drag, and drop objects to learn things like days of the week, human anatomy, and the concept of force. Microsoft ink is used for writing practice.
3) A study found that using MyLearnMate improved students' test performance on math and science questions compared to traditional classroom learning. Teachers and students also preferred the interactive learning methods over traditional teaching.
This document summarizes a study that implemented a technology program called ALASKA into three Algebra I classes at an urban high school. It included a professional development component called PREDICATE for the three algebra teachers. The goals were to increase student learning, encourage teacher creativity, and help teachers create their own digital content to share. The program included tablet computers, collaborative workspaces, a digital library of teacher-created content, and professional development workshops for the teachers. Over three days of workshops, the teachers learned to use software to create content, discussed how to best support student learning, and reflected on incorporating the new technologies and content into their classes.
This document discusses the development of an educational technology for improving teachers' skills in using computer technologies and addressing issues in the IT industry. It proposes several approaches: 1) A systems and activity approach to model future specialists' activities and the activities required to work with applications. 2) A hermeneutic approach to establish a system of interpreting application interfaces based on users' comprehension levels. 3) An integrative approach to establish common semantics for IT-related disciplines to optimize learning within application software. The technology includes diagrams of computer activities, methods for developing conceptual frameworks for creating application algorithms, and minimizing user algorithms. The technology is intended to help IT teachers and business coaches train users.
Evaluation of mobile teaching and learning projects, introductionHelen Farley
In the decade and a half since the beginning of the new millennium, mobile computing technologies have evolved rapidly, enabling increasingly sophisticated methods of communication and interaction. As a result of the incremental improvements in design, tendency towards reduced size, increased functionality, improvements in data storage capability, and the reliability and ubiquity of the networks that support them, mobile technologies are increasingly perceived as essential to the conduct of people’s everyday lives (Evans-Cowley, 2010).
This document discusses three futures of educational technology: (1) the present/near future, (2) the not-so-distant future of research and development, and (3) the real future beyond current research. For the present, technology is ubiquitous in education and computational thinking is emphasized. The not-so-distant future will see more AI integration. The real future may include technologies like augmented reality, virtual assistants, and interactive light communications to support socially shared learning regulation.
The document discusses using an ontology engineering approach to support computer-supported collaborative learning (CSCL). It describes organizing pedagogical knowledge from different sources into an ontology to formally represent meaningful information. An authoring tool called CHOCOLATO was developed to hide this ontology and allow users like teachers and students to design effective collaborative learning scenarios based on the ontology and learning theories without having to understand the ontology itself. The tool and ontology were then applied in real educational scenarios to propose group formations, design group activities, and analyze interactions and results.
Assessment of ict teachers’ competence to implement the new ict curriculum in...Alexander Decker
This document summarizes a study that assessed the competence of ICT teachers in rural and urban secondary schools in North Eastern Nigeria for implementing the ICT curriculum. The study surveyed 1,744 ICT teachers across the six states. Results showed that the teachers had low competence in policy, curriculum, pedagogy, technology, administration, and professional development as related to ICT integration. Some obstacles to teachers' competences were a lack of hardware, software, financial resources, and electricity, as well as insufficient experience with ICT applications. The study recommended incorporating ICT into teachers' professional development and ensuring the ICT curriculum enhances job performance.
Digital Tools for the Classroom --ISTE Standards StudentsNAFCareerAcads
Are you interested in engaging your academy students with web tools and apps that help them to solve problems, communicate effectively, and share their learning? Come see national educational technology expert Naomi Harm overview dozens of free online tools and mobile apps that can be used in academies across any theme. And, as a bonus, you’ll see how student technology standards for the International Society for Technology in Education (ISTE) can help guide technology goals and use in your academy.
IMPACT OF CAI AND SCHOOL TYPE ON ACADEMIC PERFORMANCE OF STUDENTS IN BASIC TE...abdullahi yunusa
This document summarizes a study on the impact of computer-assisted instruction (CAI) and school type on student academic performance in basic technology in Sokoto State, Nigeria. The study used a quasi-experimental design with an experimental group receiving CAI and a control group receiving traditional instruction. Results found no significant differences between CAI and traditional instruction, or between students at day schools versus boarding schools. The outcome may be due to factors like student familiarity with computers and cognitive strategies. It is recommended that teachers be trained to ensure students acquire reading, writing, and technical skills for effective learning both with and without technology.
Pranešimas sekcijoje
K10&M4. Informacinės technologijos studijų ir mokymo(-si) procese
„Kompiuterininkų dienos – 2015“, Panevėžyje, KTU PTVF 2015-09-19
This document provides a theoretical overview of how different models of learning can influence the effective use of information technology in management education. It discusses major models of learning, including objectivism, constructivism, and collaborative learning. The models make differing assumptions about knowledge transfer and the roles of instructors and students. Initial uses of classroom IT often simply automate traditional instruction. However, matching technologies to learning models could transform education through "informating up, down, and creating a virtual learning space."
1) The document discusses several challenges facing higher education in India, including a lack of trained faculty and quality research.
2) While technology has the potential to enhance education, many students and faculty do not fully understand how to utilize software like Microsoft Excel, limiting its benefits.
3) Other issues include low research quality and output, as measured by citations; a high rate of plagiarism; and underfunding of research and development relative to countries like China.
Application of Information Technology in Advancement of Educationinventionjournals
ABSTRACT: The information technology incorporated in education provides a vision of better quality education facilitated through the adoption and promotion of IT. In education IT is helpful to provide database, to provide students access to digital technologies and internet in and outside the classroom and provides self paced learning through the tools like assignment and evaluation of learners. it also provide quality digital content access to the teachers immediate two way communication between teacher and learner. However, a feedback study was felt to have actual idea of advancement in education due to IT in the small towns like Sitapur. Hence the study was made regarding application of IT in secondary schools by students & teachers of class ix of Sitapur district.
Efforts are made in every country for a sound system of education which
can cater the educational needs of all citizens. When the problem of quantity
of education is being tackled, there is an urge for raising the quality of life,
which is possible only if there is raise in the quality of education. The quality
of life and the quality of education go together. Educationalists are of the
opinion that the educational problems relating to the quality and quantity
could be tackled by the development of an Educational Technology.
Therefore, in recent years all over the world there has been a rapid
development of Communication Technology in education at all levels with a
purpose of extending educational facilities and upgrading instructional
methodology. The present study tries to trace out the ICT awareness, use
and need of the teacher educators of B.Ed. Colleges of Hyderabad
Karnataka region. The result reveal that computer trained teacher
educators were more aware and used more ICT resources for classroom
teaching, professional development and personal development in
comparison to the computer untrained teacher educators and teacher
educators having personal computer were using ICT resources more for
their classroom practice, professional development and personal
development than that of teacher educators not possessing personal
computer.
This document discusses the relationship between information and communication technology (ICT) and e-learning, with a focus on how data mining can be used in the context of e-learning. It first provides background on e-learning and how ICT has enhanced e-learning through technologies like web 2.0. It then discusses how educational data mining uses data collected by e-learning systems and tools to gain insights about students, learning, and how to improve practices. Specific techniques like analyzing keystroke data and data at different levels can provide valuable information. The document concludes that data mining techniques applied by education experts can help address open challenges in e-learning systems and help transform education in India.
Because of ability problems, intelligent tutoring systems area unit troublesome to deploy in
current instructional platforms while not extra work. This limitation is critical as a result of tutoring
systems need wide time and resources for his or her implementation. Additionally, as a result of
these tutors have a high instructional worth, it's fascinating that they may be shared, utilized by
several stakeholders, and simply loaded onto totally different platforms. This paper describes a
replacement approach to implementing ASCII text file and practical intelligent tutors through
standardization. In distinction to alternative ways, our technique doesn't need exploitation non
standardized peripheral systems or databases, which might limit the ability of learning objects. Thus,
our approach has the advantage of yielding tutors that area unit totally conformant to e-learning
standards which area unit freed from external resource dependencies. In step with our technique,
“automatic” tutoring systems area unit sorted. Additionally, given the ability of our technique, tutors
can even be combined to make courses that have distinct granularities, topics, and target students. In
addition we are combining this SCORM LOs with our LMS which gives all the e-learning facilities
to learner (students). Our proof of construct improved Interoperable Intelligent Tutoring Systems
Using SCORM Standards
Ait EMPOWER by José Bidarra, Wayne Holmes and Henrik Kohler SimonsenEADTU
The document outlines an Erasmus+ project called Artificial Intelligence in Teaching (AIT) that aims to identify and analyze best practices of AI in higher education in Denmark, Portugal, and the UK. The objectives are to study examples of AI use, identify national approaches, and develop a roadmap for future development. Preliminary outcomes found that while AI is widely researched in higher education, it is not widely used to support learning, and the impact of AI on society is not widely taught. The project will disseminate its findings to increase knowledge of AI dimensions and inform institutional decisions.
Demographic implications for the user perceptions of e-learning in higher edu...Tariq Ghayyur
This document summarizes a research study on the demographic implications of user perceptions of e-learning in higher education institutions in North-West Frontier Province, Pakistan. The study explores how factors like age, gender, experience level, and other demographics impact teachers', students', and administrators' perceptions of e-teaching, e-learning, and e-education. A literature review covers previous research on user perceptions and attitudes toward educational technologies in developing countries. The study aims to understand how six demographic groupings influence perceptions across five research variables related to technology use.
This study used factor analysis to explore the technological knowledge of beginner and veteran Office Data Processing (ODP) teachers at colleges in South Africa. The researchers developed a survey based on the Procedural Functional Pedagogical Content Knowledge (PrFPACK) framework, which is an extension of the Technological Pedagogical Content Knowledge (TPACK) framework. The survey collected data on teachers' knowledge of technologies like Microsoft Office, presentation software, and data projectors. The findings revealed that procedural functional content knowledge was the most important factor for ODP teachers' technological knowledge. The study provides insight into the technological knowledge required by teachers in technology-focused subjects.
THE IMPACT OF LEGO MINDSTORMS NXT ROBOT IN SCIENCE ON SIXTH GRADE STUDENTS IN...csandit
This research was conducted to gather information about the impact of usingLEGO
MINDSTORMS NXT ROBOT in science on sixth grade students in primary schools, the need
ofit in education, its advantages, disadvantages, hardware and software used to develop it andwhether it fits with the hysiological and cognitive developments characteristics of the students.The participants attended a LEGO robotic training programin three science experiments tostudy the motion, distance and speed principles. The researchers applied a science test, astudent's questionnaire, a teacher's interview and a teacher's interview scale to gather the
needed information. The results show that the LEGO robot is an efficient technology in teaching
science, increases the students' academic achievement as the science test results show and the
findings emphasize that this robot is a valuable technology in education and in primary schoolsas it develops the 21st century skills of the students.
The document summarizes a study that evaluated the effect of a robotics laboratory on computational thinking skills in primary school children in Italy. The study (1) involved robotics laboratories using Lego kits for 71 intervention students and regular curriculum for 65 comparison students, (2) assessed computational thinking using Bebras tasks, finding intervention students scored higher, and (3) found no difference in academic achievement between groups. The study provides evidence that educational robotics can effectively enhance computational thinking skills in primary students.
Evaluation of mobile teaching and learning projects, introductionHelen Farley
In the decade and a half since the beginning of the new millennium, mobile computing technologies have evolved rapidly, enabling increasingly sophisticated methods of communication and interaction. As a result of the incremental improvements in design, tendency towards reduced size, increased functionality, improvements in data storage capability, and the reliability and ubiquity of the networks that support them, mobile technologies are increasingly perceived as essential to the conduct of people’s everyday lives (Evans-Cowley, 2010).
This document discusses three futures of educational technology: (1) the present/near future, (2) the not-so-distant future of research and development, and (3) the real future beyond current research. For the present, technology is ubiquitous in education and computational thinking is emphasized. The not-so-distant future will see more AI integration. The real future may include technologies like augmented reality, virtual assistants, and interactive light communications to support socially shared learning regulation.
The document discusses using an ontology engineering approach to support computer-supported collaborative learning (CSCL). It describes organizing pedagogical knowledge from different sources into an ontology to formally represent meaningful information. An authoring tool called CHOCOLATO was developed to hide this ontology and allow users like teachers and students to design effective collaborative learning scenarios based on the ontology and learning theories without having to understand the ontology itself. The tool and ontology were then applied in real educational scenarios to propose group formations, design group activities, and analyze interactions and results.
Assessment of ict teachers’ competence to implement the new ict curriculum in...Alexander Decker
This document summarizes a study that assessed the competence of ICT teachers in rural and urban secondary schools in North Eastern Nigeria for implementing the ICT curriculum. The study surveyed 1,744 ICT teachers across the six states. Results showed that the teachers had low competence in policy, curriculum, pedagogy, technology, administration, and professional development as related to ICT integration. Some obstacles to teachers' competences were a lack of hardware, software, financial resources, and electricity, as well as insufficient experience with ICT applications. The study recommended incorporating ICT into teachers' professional development and ensuring the ICT curriculum enhances job performance.
Digital Tools for the Classroom --ISTE Standards StudentsNAFCareerAcads
Are you interested in engaging your academy students with web tools and apps that help them to solve problems, communicate effectively, and share their learning? Come see national educational technology expert Naomi Harm overview dozens of free online tools and mobile apps that can be used in academies across any theme. And, as a bonus, you’ll see how student technology standards for the International Society for Technology in Education (ISTE) can help guide technology goals and use in your academy.
IMPACT OF CAI AND SCHOOL TYPE ON ACADEMIC PERFORMANCE OF STUDENTS IN BASIC TE...abdullahi yunusa
This document summarizes a study on the impact of computer-assisted instruction (CAI) and school type on student academic performance in basic technology in Sokoto State, Nigeria. The study used a quasi-experimental design with an experimental group receiving CAI and a control group receiving traditional instruction. Results found no significant differences between CAI and traditional instruction, or between students at day schools versus boarding schools. The outcome may be due to factors like student familiarity with computers and cognitive strategies. It is recommended that teachers be trained to ensure students acquire reading, writing, and technical skills for effective learning both with and without technology.
Pranešimas sekcijoje
K10&M4. Informacinės technologijos studijų ir mokymo(-si) procese
„Kompiuterininkų dienos – 2015“, Panevėžyje, KTU PTVF 2015-09-19
This document provides a theoretical overview of how different models of learning can influence the effective use of information technology in management education. It discusses major models of learning, including objectivism, constructivism, and collaborative learning. The models make differing assumptions about knowledge transfer and the roles of instructors and students. Initial uses of classroom IT often simply automate traditional instruction. However, matching technologies to learning models could transform education through "informating up, down, and creating a virtual learning space."
1) The document discusses several challenges facing higher education in India, including a lack of trained faculty and quality research.
2) While technology has the potential to enhance education, many students and faculty do not fully understand how to utilize software like Microsoft Excel, limiting its benefits.
3) Other issues include low research quality and output, as measured by citations; a high rate of plagiarism; and underfunding of research and development relative to countries like China.
Application of Information Technology in Advancement of Educationinventionjournals
ABSTRACT: The information technology incorporated in education provides a vision of better quality education facilitated through the adoption and promotion of IT. In education IT is helpful to provide database, to provide students access to digital technologies and internet in and outside the classroom and provides self paced learning through the tools like assignment and evaluation of learners. it also provide quality digital content access to the teachers immediate two way communication between teacher and learner. However, a feedback study was felt to have actual idea of advancement in education due to IT in the small towns like Sitapur. Hence the study was made regarding application of IT in secondary schools by students & teachers of class ix of Sitapur district.
Efforts are made in every country for a sound system of education which
can cater the educational needs of all citizens. When the problem of quantity
of education is being tackled, there is an urge for raising the quality of life,
which is possible only if there is raise in the quality of education. The quality
of life and the quality of education go together. Educationalists are of the
opinion that the educational problems relating to the quality and quantity
could be tackled by the development of an Educational Technology.
Therefore, in recent years all over the world there has been a rapid
development of Communication Technology in education at all levels with a
purpose of extending educational facilities and upgrading instructional
methodology. The present study tries to trace out the ICT awareness, use
and need of the teacher educators of B.Ed. Colleges of Hyderabad
Karnataka region. The result reveal that computer trained teacher
educators were more aware and used more ICT resources for classroom
teaching, professional development and personal development in
comparison to the computer untrained teacher educators and teacher
educators having personal computer were using ICT resources more for
their classroom practice, professional development and personal
development than that of teacher educators not possessing personal
computer.
This document discusses the relationship between information and communication technology (ICT) and e-learning, with a focus on how data mining can be used in the context of e-learning. It first provides background on e-learning and how ICT has enhanced e-learning through technologies like web 2.0. It then discusses how educational data mining uses data collected by e-learning systems and tools to gain insights about students, learning, and how to improve practices. Specific techniques like analyzing keystroke data and data at different levels can provide valuable information. The document concludes that data mining techniques applied by education experts can help address open challenges in e-learning systems and help transform education in India.
Because of ability problems, intelligent tutoring systems area unit troublesome to deploy in
current instructional platforms while not extra work. This limitation is critical as a result of tutoring
systems need wide time and resources for his or her implementation. Additionally, as a result of
these tutors have a high instructional worth, it's fascinating that they may be shared, utilized by
several stakeholders, and simply loaded onto totally different platforms. This paper describes a
replacement approach to implementing ASCII text file and practical intelligent tutors through
standardization. In distinction to alternative ways, our technique doesn't need exploitation non
standardized peripheral systems or databases, which might limit the ability of learning objects. Thus,
our approach has the advantage of yielding tutors that area unit totally conformant to e-learning
standards which area unit freed from external resource dependencies. In step with our technique,
“automatic” tutoring systems area unit sorted. Additionally, given the ability of our technique, tutors
can even be combined to make courses that have distinct granularities, topics, and target students. In
addition we are combining this SCORM LOs with our LMS which gives all the e-learning facilities
to learner (students). Our proof of construct improved Interoperable Intelligent Tutoring Systems
Using SCORM Standards
Ait EMPOWER by José Bidarra, Wayne Holmes and Henrik Kohler SimonsenEADTU
The document outlines an Erasmus+ project called Artificial Intelligence in Teaching (AIT) that aims to identify and analyze best practices of AI in higher education in Denmark, Portugal, and the UK. The objectives are to study examples of AI use, identify national approaches, and develop a roadmap for future development. Preliminary outcomes found that while AI is widely researched in higher education, it is not widely used to support learning, and the impact of AI on society is not widely taught. The project will disseminate its findings to increase knowledge of AI dimensions and inform institutional decisions.
Demographic implications for the user perceptions of e-learning in higher edu...Tariq Ghayyur
This document summarizes a research study on the demographic implications of user perceptions of e-learning in higher education institutions in North-West Frontier Province, Pakistan. The study explores how factors like age, gender, experience level, and other demographics impact teachers', students', and administrators' perceptions of e-teaching, e-learning, and e-education. A literature review covers previous research on user perceptions and attitudes toward educational technologies in developing countries. The study aims to understand how six demographic groupings influence perceptions across five research variables related to technology use.
This study used factor analysis to explore the technological knowledge of beginner and veteran Office Data Processing (ODP) teachers at colleges in South Africa. The researchers developed a survey based on the Procedural Functional Pedagogical Content Knowledge (PrFPACK) framework, which is an extension of the Technological Pedagogical Content Knowledge (TPACK) framework. The survey collected data on teachers' knowledge of technologies like Microsoft Office, presentation software, and data projectors. The findings revealed that procedural functional content knowledge was the most important factor for ODP teachers' technological knowledge. The study provides insight into the technological knowledge required by teachers in technology-focused subjects.
THE IMPACT OF LEGO MINDSTORMS NXT ROBOT IN SCIENCE ON SIXTH GRADE STUDENTS IN...csandit
This research was conducted to gather information about the impact of usingLEGO
MINDSTORMS NXT ROBOT in science on sixth grade students in primary schools, the need
ofit in education, its advantages, disadvantages, hardware and software used to develop it andwhether it fits with the hysiological and cognitive developments characteristics of the students.The participants attended a LEGO robotic training programin three science experiments tostudy the motion, distance and speed principles. The researchers applied a science test, astudent's questionnaire, a teacher's interview and a teacher's interview scale to gather the
needed information. The results show that the LEGO robot is an efficient technology in teaching
science, increases the students' academic achievement as the science test results show and the
findings emphasize that this robot is a valuable technology in education and in primary schoolsas it develops the 21st century skills of the students.
The document summarizes a study that evaluated the effect of a robotics laboratory on computational thinking skills in primary school children in Italy. The study (1) involved robotics laboratories using Lego kits for 71 intervention students and regular curriculum for 65 comparison students, (2) assessed computational thinking using Bebras tasks, finding intervention students scored higher, and (3) found no difference in academic achievement between groups. The study provides evidence that educational robotics can effectively enhance computational thinking skills in primary students.
The paradigm shift from traditional learning to digital learning in mathematics Dr. C.V. Suresh Babu
International Conference on Integration of STEAM in School Education organized by NCERT, Regional Institute of Education, Bhopal, MP, India in collaboration with Department of School Education, Government of Madhya Pradesh on February, 25th- 28, 2021
The document discusses integrating robotics and coding into the classroom curriculum to enhance 21st century skills. It proposes seven strategies for integration, including incorporating the technologies into existing goals and evaluating students' skills. Robotics can promote skills like computational thinking, problem-solving, and teamwork. However, teachers require training to effectively integrate robotics due to lack of familiarity. The study aims to identify best practices for robotics integration to enhance students' critical thinking, engagement, and preparation for their future.
National Seminar on Social Media Networks and Society organised by Tamil Nadu Teachers Education University (TNTEU), Chennai and Indian Council of Social Science Research (IMPRESS), New Delhi on 3rd February 2021
A STUDY ON ROBOTICS EDUCATION (MECHATRONICS) FOR SCHOOL STUDENTSCynthia Velynne
This document discusses a study on robotics education for school students. It begins by defining robotics as a multidisciplinary field involving mechanical, electrical, and computer engineering, called mechatronics. The study observes 40 primary school and 60 high school students who received one month of robotics training, finding they were able to master foundational programming concepts. Robotics education increases students' creativity, problem-solving, and engagement with STEM concepts. It also teaches perseverance in overcoming challenges. The document concludes that robotics education empowers students to understand basic engineering concepts while having fun.
Robotics in STEM Education_ Transforming Learning and Fostering Innovation.pdfCIOWomenMagazine
Real-World Applications of Robotics in STEM Education: 1. Space Exploration and Robotics, 2. Medical Robotics, 3. Manufacturing and Automation, 4. Environmental Monitoring and Robotics.
A study on the impact of web technologies in teacher education to train the f...Dr. C.V. Suresh Babu
International Conference on Teacher Education in the 21st Century: Vision and Action, organized by Regional Institute of Education, National Council of Educational Research and Training (NCERT), Bhopal, MP, India on March 8 -10, 2021
Uses and benefits of robotics in classroomsandroidrobo
Robotics in the classroom has several educational benefits, especially for students with special needs. It can help reinforce learning in areas like conceptual understanding and cognitive skills while also motivating students and supporting curiosity. Some research finds that tangible robotic devices increase student engagement through hands-on manipulation, while other studies show that non-tangible programming elements are also effective by avoiding physical limitations. A hybrid approach combining robotics and programming may provide the most flexibility. Interacting with robots can further support educational outcomes like learning concepts and cognitive training. Learning through robotics allows students to understand abstract ideas through hands-on activities involving motor skills, coordination, cooperation and teamwork.
1. The document discusses strategies for developing skills and self-employment in students, including giving students a greater role in decision making, encouraging curiosity through games, and creating personalized learning guides.
2. It proposes designing an interactive learning environment to support children's understanding of complex environmental and ecological domains. This would integrate constructionism and systems dynamics to simulate real-life phenomena.
3. The project aims to develop tools to facilitate understanding of complex topics among young learners, using cognitive apprenticeship methods. A computer-controlled greenhouse is used as a technological environment for learning about complex systems.
This document discusses a study on the use of the game-based learning platform Kahoot! in teacher education programs. 44 students and 2 teachers from different programs participated in the study. They provided their perspectives on the advantages and disadvantages of using Kahoot! in the classroom through open-ended questionnaires after experiencing Kahoot! activities. The study found that participants noted increased student involvement, participation, and promotion of learning as main benefits. However, some challenges with technology, teacher experience, and student adaptation were also identified. The document provides background on game-based learning and response systems as well as details on Kahoot! and the methodology used in the study.
Role of digital gadgets in transformation of traditional learning to digital ...Dr. C.V. Suresh Babu
Indian Science Techno Festival ISTF-2021 (Virtual) organized by Raman Science & Technology Foundation, National Council of Teacher Scientist, India and APJ Abdul Kalam National Council of Young Scientist on 26-28 Feb 2021
1) The document discusses predictions for the future of educational technology (edtech) in 2030 based on a presentation by Dr. Jari Laru.
2) It outlines near-term edtech developments that are already available but not widely used, such as programming/robotics and learning management systems.
3) The document also discusses not-so-distant future edtech research trends and projects focusing on adaptive learning materials, smart learning environments, multimodal data collection and learning analytics.
4) Pedagogical agents and educational robots are presented as another potential edtech development in the not-so-distant future.
Mobile augmented reality using 3D ruler in a robotic educational module to pr...journalBEEI
Robotics education is gaining popularity among school children in line with the government desire to promote creative thinking in students through STEM based activities. However, the robots for educational games are usually made up of components and its description is usually one-way and static. Additionally, students find it difficult to visualize distances from robot movements when playing educational robotic games. Augmented reality (AR) technology is a viable tool to connect between in-context information and physical activities. The objective of this research is to design and develop an AR based application that can visualize the distance between two robots for supporting learning process in a game-based module. The application consists of three parts; the first part use AR in identification of components related to robots, while the second part involves the addition of real-time visualization in the form of AR, enabling students to learn the distance from the robot's movements. The third part used AR in providing the description of the robotic games through videos. The development of the application is based on the Agile model. The results show that the application has received positive feedbacks from students as it can increase their interest in playing robotic educational games.
Animation to Develop Mathematical Connections in StudentsMangaiK4
Abstract - The main purpose of this paper is to improve mathematical connection in e-learning using animations that will help the students in learning. Animation content is displayed to students. To know the mathematical evaluation abilities in students, pre-test and post-test were administrated before and after teaching and learning process. At last the result was found to be that animation content had significant effect on mathematical connections between students and it has also been helpful to improve mathematical connection than that of normal approach in teaching and learning
This document discusses the impact of artificial intelligence (AI) on English as a foreign language (EFL) education, specifically at Saudi universities. It explores how familiarizing EFL instructors and students with AI technology can play an important role, and how implementing AI in English language teaching can be significant. The results of the study showed that AI has a positive impact on EFL learning when integrated properly into educational settings, as it can enhance learning outcomes for both teachers and students by improving access to resources and experiences.
This document summarizes the RoboESL project implementation at the 56th Junior High School of Athens. It discusses the three teams involved, including an official team of 10 pupils, and the activities conducted over 12 hours using EV3 Lego Mindstorms robots. The project followed a problem-based learning model and constructivist framework. Key activities included building robots, programming them to follow lines and complete tasks like parking. The project aimed to improve student engagement and skills in areas like science, technology, mathematics and computer science.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
1. International Journal of Computer Science Trends and Technology (IJCST) – Volume 2 Issue 2, Mar-Apr 2014
ISSN: 2347-8578 www.ijcstjournal.org Page 62
A Review on Educational Robotics as Assistive Tools
For Learning Mathematics and Science
Anna Felicia1
, Sabariah Sharif2
School of Education and Social Sciences
Universiti Malaysia Sabah, Kota Kinabalu,
Sabah-Malaysia
ABSTRACT
Robots have become more common in our society as it penetrates the education system as well as in industrial area. More
researches have been done on robotics and its application in education area. Are the usage of robots in teaching and learning
actually work and effective in Malaysian context? What is the importance of educational robotics in education and what
skills will be sharpened in using robotics in education? As programming is vital in educational robotics another issues arise –
which programming is suitable for Malaysian schools and how to implement it among the students? As per whole discussion,
a new robotic curriculum will be suggested. This paper present a review on educational robotics, its advantages to
educational fields, the hardware design and the common programming software used which can be implemented among
Malaysian students. The results from the overview will help to spark the interest to not only researchers in the field of
human–robot interaction but also administration in educational institutes who wish to understand the wider implications of
adopting robots in education.
Keywords:- Educational Robotics
I. INTRODUCTION
Robots refers to the machines that provide some
form of autonomy to assist its user in performing
certain task. Robots in industry are often deployed
in areas of human activities that are dangerous,
dirty and dull. However, recently robots have
found niche application in entertainment, education
and other applications that may benefit from user –
machine interaction. Various researchers have
shown that robotics are a suitable platform to train
students in STEM (Science, Technology,
Engineering and Mathematics) related skills
(Bakke C.K., 2013). However such
implementation still requires fine tuning and
exploration. The potential of such technologies can
be seen with the investments from various
companies in developing robotic related toys such
as Lego Mind Storm, NTX robotics. The emphasis
is encouraging the development of the mind by
constructing robots and programming the robots to
perform certain task.
Recently, as the debating in parliament about poor
Malaysian performance in PISA and TIMMS is
seriously discuss, Malaysia embraces the aim to
improve its mathematics and science education
particularly on PISA and TIMMS rating, robotics
could be a feasible could function as a assistive
tool to facilitate and enhance learning process.
The activities related to the development of robotic
can be further investigated to enhance the student
development process. However, the complexity of
the task needs to be correlated to the student age
and mental development. The task and curricular
developed must also examine and fully optimize
the advantage of learning methods often associated
with robotics such as constructivism, tactile
learning, reinforced learning, creative and critical
thinking which involves higher order thinking
skills.
This review on the existing works on
applying robotics in education will focus on the
advantages and proven effects achieved from
integrating robotics in education and the robotics
2. International Journal of Computer Science Trends and Technology (IJCST) – Volume 2 Issue 2, Mar-Apr 2014
ISSN: 2347-8578 www.ijcstjournal.org Page 63
platform that are currently being developed and
used by educators.
II. CHALLENGES, EFFECTS AND
ADVANTAGES OF INTEGRATING
ROBOTS IN EDUCATION.
The advantages of implementing robotics are
it serves as a tool to develop cognitive and
social skills for students. According to
Alimisis (2013), robots became an integral
component of society and had great potential
in being utilized as an educational technology.
Robotics has attracted the interest of teachers
and researches as a valuable tool to develop
cognitive and social skills for students from
pre-school to high school and to support
learning in science, mathematics, technology,
informatics and other school subjects or
interdisciplinary learning activities. However,
one of the challenges is teachers not ready to
implement the new technology in school. On
the contrary, in Gerretson et al., 2008, the
collected data revealed that the teachers
struggled to integrate the technology in a
manner that supported interdisciplinary
instruction, particularly because lack of time
and appropriate curricular materials. This
research shows robotic technology to be used
as a model to support education for sustainable
development, specific curriculum, adaptable to
local contexts, needs to be readily available.
The analysis indicated that the technologies
served as an effective management tool for
teachers and a strong motivational tool for
students despite the reported lack of resources.
This problem can solved eventually as more
developers such as Lego Mindstorm are
producing learning materials and the
instruction sets for the educators to integrate
into the activities.
However, in making educational
robotics more accessible to teachers and
trainers, a phase of exposure starting curriculum
can be created and implemented. And more
user-friendly nature of the new generation
robots should be introduced. In 2003, USA a
pilot project has been conducted on integrating
a hands-on robotics component into two
summer programs for inner-city high school
students: the Science and Technology Entry
Program (STEP) and Playing2Win (P2W). A
paper by R. Goldman et.al (2003) presented the
pilot project using an educational robotics
curriculum that was developed to enhance
teaching of standard physics and math topics to
middle and early high school students in inner-
city schools in New York City. The lessons
were centered around the LEGO Mindstorms
robotics kit and the RoboLab graphical
programming environment. The project had
multiple goals to support its main purpose. The
primary goals were to develop and test
curriculum, curriculum materials and
supplemental resources using the LEGO robot,
geared toward an inner-city public school
population. A secondary goal was to examine
the use of practical applications for the
technology within a non-traditional educational
environment in order to anticipate technical
difficulties in our implementation plan. The
project was composed of four stages: (I)
Curriculum Development, (II) First
Implementation, (III) Innovation and
Modification, and (IV) Second Implementation.
This has the further benefit of expanding the
base of teachers trained in educational robotics
and giving them the tools, experience and
3. International Journal of Computer Science Trends and Technology (IJCST) – Volume 2 Issue 2, Mar-Apr 2014
ISSN: 2347-8578 www.ijcstjournal.org Page 64
confidence to integrate robotics into their
curricula in the future. According to Vinesh
Chandra (2010), the user-friendly nature of the
new generation of robots presented new
opportunities for teachers to revisit their
pedagogical approaches of teaching
mathematics. Through innovative learning
activities, robotics could show the connections
between mathematics and the real world. More
importantly it captured children’s’ attention and
interest and as consequence they enjoy the
experience. Activities with these qualities are
more likely to deliver desirable learning
outcomes.
Despite of user-friendly, educational
robotics should also be more interactive and
enjoyable to use and implement. From Wei, C-
W. et al. (2011), JCLS (Joyful Classroom
Learning System) was designed with flexible,
mobile and joyful features. The developed
JCLS consists of the robot learning companion
(RLC), sensing input device, mobile
computation unit, mobile display device,
wireless local network and operating software.
The JCLS in C-W Wei et.al. (2011), result
showed the increased in learners’ motivation
and offer a more joyful perception to learners
during the learning process for the experimental
group. Table 1 shows five components and
potential devices used for designing JCLS. It
included the experiential learning theory,
constructivist learning theory and joyful
learning. The JCLS system has been applied in
real world for supporting children to learn
mathematical multiplication. The formal
experiment, including an experimental group
and a control group, was conducted with 47
elementary school students in grade two in
Taiwan. The experimental group, composed of
24 students including 9 boys and 15 girls, was
arranged to learn with the JCLS. The control
group, composed of 23 students including 10
boys and 13 girls, was arranged to learn with
traditional learning method by using the
blackboard. It helps the student’s experimental
group to concentrate on the instruction and
learning activity. Table 1 shows the five
components and potential devices to be used for
designing a JCLS
Table 1 : Five main components and potential devices to be used for
designing a JCLS (C-W Wei et al. 2011)
Element Example Function
Robot learning companion LEGO MINDSTORMS NXT Interaction
Wowwee, Robosapien
And Aldebaran Robotics Nao
Sensing input device Barcode, RFID, QR Code Input
Electronic pen, and
Laser projector keyboard
Mobile computation unit Laptop, OLPC, Netbook, PDA Processing
Samrtphone, iPhone & iPad and storage
Mobile display device Embedded display in the RLC Output
Protable projector, Touch screen
Electronic paper & Eye screen
Wireless local network Bluetooth, Wi-Fi, ZigBee Data exchange
& GroupNet
4. International Journal of Computer Science Trends and Technology (IJCST) – Volume 2 Issue 2, Mar-Apr 2014
ISSN: 2347-8578 www.ijcstjournal.org Page 65
On the other hands, educational
robotics has been proved to serve students
better between gender. Sullivan & Bers
(2012), seeks to highlight the differences
between gender in application of the robotics.
Boys had a higher mean score than girls on
more than half of the tasks, very few of these
differences were statistically significant.
Boys scored significantly higher than girls
only in two areas: properly attaching robotic
materials, and programming. The TangibleK
Program consisted of a six lesson robotics
and programming curriculum that was
implemented in three different kindergarten
classrooms (N = 53 students).The study looks
at the TangibleK Robotics Program in order
to determine whether kindergarten boys and
girls were equally successful in a series of
building and programming tasks. But, overall
both boys and girls were able to complete the
program. This shows that robotics integration
can be implemented without restrictions in
both genders even at a pre- school level.
To enhance the higher thinking skills
among Malaysian students, educational
robotics brings good effects in constructivism
learning. In term of constructivism learning,
Bers et.al (2002), the article presented a
constructionist approach to introducing
robotic technology in the early childhood
classroom. The authors demonstrated how
this approach is well suited, since the four
basic tenets of constructionism have a long-
standing tradition in early childhood
education:
(a) learning by designing meaningful
projects to share in the community,
(b) using concrete objects to build
and explore the world,
(c) the identification of powerful
ideas that are both personally and
epistemologically significant, (d) the
importance of self-reflection as part of the
learning process.
The article introduced a
methodology for teaching pre-service teachers
to integrate technology in the classroom. It also
described four different experiences in which
pre-service teachers designed and integrated
robotic projects done with LEGO Mindstorms
and ROBOLAB to engage their young students
in exploring and learning new concepts and
ways of thinking.
One of major issue among students is
lacking the problem-solving skills. And by
implementing robotics in mathematics,
students are more exposed to creative ways in
solving problems. In Adolphson (2002), a
mathematical embodiment through robotics
activities studies was examined. This study
looked at the emergence of mathematical
understanding in middle school students as
they engaged in open-ended robotics
activities. The study chronicled the
mathematics they used, the mathematics they
perceived themselves to be using, and the
opportunities for the embodiment of
mathematics understandings as they engaged
in meaningful open-ended problem solving
activities using robots. In addition, the study
sought to understand how the students
cooperatively organized their efforts and
negotiated meaning as they solved complex
tasks. In this study, the students’ choices
influenced the complexity of the mathematics
that emerged from the activities.
5. International Journal of Computer Science Trends and Technology (IJCST) – Volume 2 Issue 2, Mar-Apr 2014
ISSN: 2347-8578 www.ijcstjournal.org Page 66
Robotics seems to exemplify an
appropriate use of technology to create
meaningful, open-ended, problem solving
activities. Further research is required in
order to adapt these types of robotics
activities into the in-school context as part of
a transformative mathematics curriculum.
In Silk & Schunn (2007), a report of a
project “Using robotics to teach mathematics:
Analysis of a curriculum designed and
implemented” investigated the use of
engineering as a context in which to learn
mathematics through an evaluation of a
LEGO-based robotics curriculum. An
analysis of the curriculum was performed in
order to identify the types of mathematics
topics that students would have opportunity
to learn, and investigated the extent to which
those topics were aligned with the national
standards. The findings suggest that robotics
is a promising engineering context in which
to engage students in thinking about
mathematics, but that rather supports are
required to effectively enable students’
mastery of the more general mathematical
ideas. In the first investigation in the
curriculum, several topics are find the most
relevant in applying robotics according to the
proportion of time; general problem solving,
equation, accuracy and precision, number
comparison, circles, multiply whole numbers
and measurements (length and perimeter).
Educational robotics not just beneficial
in mathematics, but also beneficial in various
area such as science, engineering and
technology as well. Vollstedt (2005)
examined the ways to improve student
knowledge and interest in science,
mathematics, robotics, computer
programming, and engineering as well as
improve the methods in which instructors
teach science in local schools. In order to
improve science education, a curriculum
based on LEGO Educational Division’s “Race
against Time” was created which utilizes
LEGO Mindstorms for Schools kits and
Robolab software. The curriculum included
sections that were both hands-on and Internet
based. Twelve local middle school teachers
were trained in building robots with LEGO
bricks and programming them with Robolab.
The middle school teachers introduced the
program to their students. Results of pre and
post physics, Robolab, and engineering
attitude tests as well as teacher interviews
showed that the curriculum helped improve
students’ knowledge of science, mathematics,
robotics, computer programming, and
engineering.
As the educational robotics is applied
among students, it brings good effect and
positive changes among the students. Griffith
(2005) examined potential relationships
between high school students’ attitudes and
interests in science, mathematics, engineering,
and technology, and their participation in the
FIRST Robotics Competition six-week
challenge to design, and built robot. A sample
of 727 South Carolina public high school
students participated, and data were collected
using pre- and post-survey questionnaires.
Data analyzed was collected from the group of
students participating in FIRST Robotics
(treatment), which was the experimental
group, and the group of students who are not
participating in FIRST Robotics (control).
Findings indicated that there were significant
attitudinal differences between students in the
6. International Journal of Computer Science Trends and Technology (IJCST) – Volume 2 Issue 2, Mar-Apr 2014
ISSN: 2347-8578 www.ijcstjournal.org Page 67
experimental group (FIRST), and students the
control group pre- and post-survey responses,
with students in the FIRST group had
statistically significant higher attitude means
than control students. In Barker & Ansorge
(2007), it was reported that a pilot study that
examined the use of a science and technology
curriculum based on robotics to increase the
achievement scores of youth of ages 9 to 11
in an after school program. The study
examined and compared the pretest and
posttest scores of youth in the robotics
intervention with youth in a control group.
The results revealed that youth in the robotics
intervention had a significant increase in mean
scores on the posttest and that the control
group had no significant change in scores
from the pretest to the posttest. That means the
results showed that the robotics program had
the positive impact upon the experimental
group. In addition, the results of the study
indicated that the evaluation instrument used
to measure achievement was valid and reliable
for this study.
The past recent years 2011 and onwards,
researchers have been actively investigate
about the implementation of educational
robotics in early childhood education. The
vast majority of them were analyzing
sequencing skills among early childhood in
term of basic mathematics, science,
technology and enginnering. In Salgen et al.
(2011), a study was done to investigate what
pupils aged 10-12 can learned from working
with robots, assuming that understanding
robotics is a sign of technological literacy. A
cognitive and conceptual analysis was
conducted to develop a frame of reference for
determining pupils’ understanding of robotics.
Lego Mindstroms NXT robots was used, and
four perspectives were distinguished with
increasing sophistication: “psychological”,
“technological”, “function” and “controlled
system”. In the study, the interaction was done
with pupils on one-to-one basis and the role of
the teacher was fulfilled by the researcher. In
the study, the pupils learned about robots,
what robots were, what they are used for, how
they function, and what the robot was able to
do, and in this sense they certainly became
more culturally technological literate. It was
concluded that the robotics program challenge
pupils to manipulate, reason, predict,
hypothesize, analyze and test and the learning
process with the pupils needed scaffolding by
a teacher who asked questions, focused
attention, gave direction, deal with frustration,
gave information, and helped to tackle
difficult problems. In Kazakoff et al. (2012),
the impact of programming robots on
sequencing ability during a 1-week intensive
robotics workshop at an early childhood
STEM (science, technology, engineering &
math education) elementary school in the
Harlem area of New York City was examined.
Using robotics in suitably designed activities
promoted a constructivist learning
environment and enabled students to engage
in higher order thinking through hands-on
problem solving. In the constructivist model,
the students were urged to be actively
involved in their own process of learning. The
group of children who participated in the 1-
week robotics and programming workshop
experienced significant increases in post-test
compared to pre-test sequencing scores.
Figure 1 illustrates one of the examples of the
story sequencing card sets used for post test.
Children were assessed using a picture-
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sequencing task. During robotics week
children used LEGO Education WeDo
Robotics Construction Sets, with the CHERP
hybrid tangible-graphical software, and a
variety of art materials to build and program
their robots. Figure 2 illustrates LEGO_
WeDo robot, an example of a LEGO_ WeDo
robot constructed by a child during the study
.
Figure 1: Figure illustrates one of the example of intentional-type sequencing story card sets used (Kazak off et
al. 2012).
Figure. 2: LEGO_ WeDo robot. An example of a LEGO_ WeDo
robot constructed by a child during this study (Kazakoff et al, 2012)
8. International Journal of Computer Science Trends and Technology (IJCST) – Volume 2 Issue 2, Mar-Apr 2014
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In Kazakoff and Bers (2013), the
impact of programming of robots on
sequencing ability in early childhood and the
relationship between sequencing skills, class
size, and teachers’ comfort level and
experience with technology was examined.
Fifty four children were included in data
analysis and a significant interaction was
found between group assignment and test
results but no significant interactions were
found for school assignment. The Creative
Hybrid Environment for Robotic
Programming (CHERP) system was used in
the study. CHERP is an interactive
programme that utilizes wooden block with
logo to be converted into computer
programmers to enable a robot to move. This
technology involves the use of a camera to
recognize the logo using image processing
methods and involves the utilization of
physical blocks for programming instead of
manipulating the virtual programming blocks
which is the common trend in most
programming tools for children in the market.
A picture sequencing task was chosen for the
study to evaluate the children sequencing
capability. After an ANOVA analysis, the
classroom studies showed a significant
increase in sequencing scores for the
experimental groups versus the control
groups. The study may indicated the need for
teacher training and professional development
programs that focus on engaging teachers in
using technology in their classrooms. Figure 3
shows the two interfaces of CHERP. The
photo on the left screen is a screen shot of the
graphical programming language, and the
photo on the right shows a sample of the
tangible wooden blocks
Figure. 3:Two Interfaces of CHERP (Kazakoff and Bers , 2013)
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In Bers et al. (2014), engaged in
construction-based robotics activities with
children as young as four in early childhood.
The TangibleK Robotics Program paired
developmentally appropriate computer
programming and robotics tools with a
constructionist curriculum designed to engage
kindergarten children in learning
computational thinking, robotics,
programming, and problem-solving. The
paper documents three kindergarten
classrooms’ exposure to computer
programming concepts and explores learning
outcomes. Results point to strengths of the
curriculum and areas where further redesign
of the curriculum and technologies. Overall,
the study demonstrates that kindergartners
were both interested in and abled to learn
many aspects of robotics, programming, and
computational thinking with the TangibleK
curriculum design.
Sullivan (2013) examined qualitatively
the implementation of an intensive weeklong
robotics curriculum in three Pre-Kindergarten
classrooms consisted of 37 participants at an
early childhood STEM (Science, Technology,
Engineering, and Math) focused school in the
Harlem area of New York City. Children at
the school spent one week participating in
computer programming activities using a
developmentally appropriate tangible
programming language called CHERP, which
is specifically designed to program a robot’s
behaviors. The children used CHERP to
program “Robot Recyclers” that they
constructed using parts from LEGO®
Education WeDo™ Robotics Construction
Sets. The Robot Recyclers were designed to
help carry, push, and/or sort recyclable
materials found in the classroom. Researchers
were participant-observers in the robotics
lessons over the course of curriculum
implementation. Each lesson was taught by
the researchers, with classroom teachers
present in order to facilitate classroom
management and assist with small group
work.
A combination of interviews, video,
photographs, and classroom observations were
used to document the students’ experiences.
Classroom teachers were also interviewed and
asked to complete anonymous pre and post
surveys. Results from this study provide
preliminary evidence that pre- Kindergarten
children can design, build, and program a
robot after just one week of concentrated
robotics work. Additionally, results indicate
that teachers were able to successfully
integrate robotics work into their classrooms
that included foundational math and literacy
concepts while also engaging children in the
arts.
As conclusion, educational robotics is
still a new approach in Malaysian education
that yet to be explored. It has the vast potential
to be explored and implemented among
Malaysian students which should be integrated
with suitable curriculum in the local context.
However, a lot of researches have to be done
in the early stage of the integration to keep the
curriculum up to the national standard.
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III. RELATED SKILLS TO IMPROVE IN
APPLYING ROBOTIC IN
EDUCATION AND IT’S
EVALUATION
As previous section explores the effects
of applying robots complimenting the existing
curricular, this section will explore the in
detail how programming and building robots
can improve on the specific skills that are
often related to science and mathematics such
as sequencing skills, reasoning skills , meta
cognitive skill and etc.
The first skills related to educational
robotics is metacognitive skills. Highfield
(2010) describes a series of tasks in which
robotic toys are used to develop young
children’s mathematical and metacognitive
skills. Metacognitive skills refers to learners'
automatic awareness of their own knowledge
and their ability to understand, control, and
manipulate their own cognitive processes.
Table 2 and table 3 show the task in the year 1
context and in the pre-school context
respectively. Table 4 describes the processes
and concepts explored while using simple
robotic toys. Thirty-three children participated
in the project, of which 11 were children, aged
three and four years, and drawn from a
metropolitan pre-school. Twenty-two Year 1
children from a nearby state school were also
involved. None of the children or teachers had
experience with robotic toys before they
began the project. In both settings the children
and their teachers chose to use the Bee-bots
and Pro-bots, although a range of robotic toys
were supplied. The children were engaged in
“play” experiences with the toys and then
completed weekly tasks, developed
collaboratively by the teachers and the
researcher, for approximately 2 hours per
week over 12 weeks. Robotic toys present
unique opportunities for teachers of young
children to integrate mathematics learning
with engaging problem-solving tasks. Bee-
bots and Pro-bots, developed as part a larger
project examining young children’s use of
robotic toys as tools in developing
mathematical and metacognitive skills.
The toys served as catalysts, providing
unique opportunities for tasks focusing on
dynamic movement. The development of tasks
that have multiple solutions engenders flexible
thinking and encourages reflective processes. As
children program the robot and then observe its
movement they can see their program in action
and decide if their plan has worked as expected.
This visual process encourages children to reflect
on their program thus making mathematical
concepts “more accessible to reflection”. There
were three different types of tasks:
(i) structured tasks (teacher-directed
tasks designed to develop particular concept or
skills)
(ii) exploratory tasks (structured to allow
application of knowledge, exploring concepts
and skills more freely)
(iii) extended tasks (open-ended and
child-directed tasks with which children engaged
for an extended period of time, and with limited
teacher scaffolding)
Exploratory and extended tasks provide
opportunities for problem solving, whereas
structured tasks focused on discrete skills
required in the more advanced tasks. It also
promoted persistence and sustained engagement
as the children attempted to complete the
problem solving goals.
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Table 2 : Task in the Year 1 context (Highfield ,2010)
__________________________________________________________________________________
Task Descriptor
__________________________________________________________________________________
Comparative steps A structured task: Starting from a base line, the children predicted and
compared the step lengths of the two robots informed the children’s
understanding of the robot step as unit of measure.
__________________________________________________________________________________
Partitioning and A structured task : Using a start, finish and half way point
doubling distance with masking tape) children estimated and programmed
the robot to move to the half-way point and then doubled the number of
steps to complete the task.
___________________________________________________________________________________
Robot people A structured task : Using the language of robotic programming to
program the robot. To enable spatial concepts including viewing from
different orientations and perspectives.
___________________________________________________________________________________
Robot speedway An exploratory task : Setting about a number of small cones and
programming the toy to weave between the cones.
____________________________________________________________________________________
Moveable island An extended task : creating a teacher-made island on a grid, by adding a
series of obstacles (Example : bridge & quick sand), for creating the
adventure for the toys.
____________________________________________________________________________________
Design your own island An extended task : children, working in small groups, design and made
island for their toy. Children programmed the robot to move through their
island.
____________________________________________________________________________________
Table 3 : Task in pre-school context (Highfield ,2010)
Task Descriptor
Positional language A structured task : Moving the robot to a finishing point
Example : “move from here to under that chair” (altering
the length and complexity of the instructions increases task difficulty.
_____________________________________________________________________________________
Robot play & investigation An exploratory task: Free play, working in pair or individually, programming
the robot to move between partners to develop measurement concepts;
changing the distance increased task difficulty.
Building a robot home An exploratory task : Using plastic blocks to construct an appropriately sized
home for robot. To develop 2D and 3D spatial sense and measurement skills.
_____________________________________________________________________________________
Constructing & Exploratory task : Using pre-cut lengths of wooden track to
representing tracks make a series of tracks and programming the toy to move around the track
using a variety of tools such as directional image cards.
_____________________________________________________________________________________
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Table 4 : Processes and concepts explored while using simple robotic toys (Highfield ,2010)
_____________________________________________________________________________________
Spatial concepts * Capacity : creating & measuring space (example : tunnel to fit the robot inside)
* Angle of rotation : exploring the rotation of the robot
* Directionality : examining concept (forward, backward, rotate, left and right)
* Position on a plane : using increasingly complex language ( example : over there)
*Transformational geometry : exploring concepts such as rotation and linear motion.
_____________________________________________________________________________________
Measurement * Informal and formal units : Such as hands, blocks and measuring tapes in creating
programs.
* Identification and literation of a unit of measure : Example , when moving the toy –
using hand and eye gestures as place holders in measuring distance.
* Direct comparison : using the toy’s length to compare directly the distances needed
to complete a pathway.
_____________________________________________________________________________________
Structure * Grid : Developing and using grids showing the toy’s step length to assist in planning
and developing programs
* Gesture & movement : Using gestures and body movement to indicate and imagine
the structure of regular steps.
_____________________________________________________________________________________
Number * Perceptual and figurative counting : to ascertain the number of steps required to
complete a given pathway.
* Comparison of number : compare the movements pathways
_____________________________________________________________________________________
Problem solving * Estimation : Require to complete a pathway
* Re acting
* Trial and error
* Recall of prior knowledge
* Investigating multiple solutions
* Evaluating solutions
_____________________________________________________________________________________
Representation * Semiotic understanding of symbols; Example – the forward arrow meaning one step
forward
* Constructing and recording programs using symbols: symbols include tallies, arrows
and invented notations to show movement and location
_____________________________________________________________________________________
Another skills related to educational robotics
involves mathematics. Kazakoff & Bers
(2012) showed how robotics in kindergarten
classroom impacts sequencing skills in
classroom. The studies showed a significant
increased in sequencing scores for the
experimental groups versus the control
groups. When children program robots, they
engaged in sequencing the commands that
comprise a robot’s program.
Sequencing was an important early
childhood skill found in both curricular
frameworks and, subsequently, in many
learning assessments. Sequencing along with
sorting, measurement, and pattern recognition
were a child’s mathematical building blocks;
starting with these foundational skills,
children began to think of the world
mathematically (Sarama & Clements, 2003).
The list of mathematics skills were reasoning
skills, problem solving skills, sequencing
skills, apatial skills, math calculations, math
word problems, math rules and procedure and
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math language. Silk (2010) examined on
how learning environments influence the
ways that middle school students used math to
engage with and learn about robotics. In
addition to the popularity of robot
competitions, robotics was chosen as the
context for the study for a number of reasons
that make it a discipline especially suited for
investigating the role of mathematics in the
development of physical and technological
understanding for improving design solutions.
Data from two observational studies suggest
that existing formal (scripted inquiry) and
informal (competitions) learning environments
in this domain were limited in their support
for connecting math with robotics.
In light of the evaluation of these existing
learning environments, two additional studies
were conducted documenting the design,
implementation, and redesign of a new
learning environment intended to more
effectively align learning and engagement
with the connection between math and robots.
Pre-post assessments and analyses of student
work support the hypothesis that a model
eliciting learning environment can facilitate
learning while maintaining interest in both
disciplines, and facilitate the development of a
greater sense of the value of math in robotics.
Two additional studies expanded on the
previous work. The first study identified two
contrasting approaches for connecting math
with robots in the context of the model-
eliciting learning environment from the
previous studies. One approach used
mathematics as a calculation resource for
transforming input values into desired output
values. The second approach used
mathematics as a mechanistic resource for
describing intuitive ideas about the physical
quantities and their relationships.
The second study manipulated
instructional conditions across two groups of
students that encourage the students to take on
one of these approaches or the other. Both
groups engaged in high levels of productive
mathematical engagement: designing,
justifying, and evaluating valid strategies for
controlling robot movements with connections
to mathematics. But only the mechanistic
group made significant learning gains and
they were more likely to use their invented
robot math strategies on a transfer competition
task. All six studies taken together provide a
rich description of the range of possibilities
for connecting math with robots. Further, the
results suggest that in addition to carefully
crafting environments and associated tasks to
align math and robots, which instructional
designers ought to pay particular attention to
helping students frame their approaches to
using math productively as a tool. situations.
The study involved maths skills ; calculational
and mechanistic groups problem solving
which applied in robot movements and
proportion reasoning. The example of
problem solving is shown in figure 4 below.
Figure 4 shows an example of how many
motor rotations it took to cover a distance of
40 cm and 60 cm respectively.
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Figure 4 : The basic robot movement problem (Silk, 2010)
Baker (2011), investigated on
mathematics used in a semiformal learning
environment via robotics. This study
contributes to both educational practice and
theory through examining the mathematics
used by urban youth in an after-school
robotics program and the environment in
which that activity occurred. The work had
several audiences, including mathematics
education practitioners, mathematics
education researchers, out-of-school-time
educational practitioners, and learning
theorists. The research built on the knowledge
of how youth used mathematics outside of the
classroom as well as how various
sociocultural learning theories can be used to
understand the affordances and constraints of
an afterschool STEM development program
located, like most of these programs, between
what are considered formal and informal
learning environments. The project was a
continuation of a larger three-year participant-
observation study across three sites.
This qualitative study included
participant observation with youth through a
cycle of the program. Observational data was
triangulated with experience interviews and
clinical task-based interviews, the latter being
designed to investigate the participants ‘used of
mathematics in more depth. The mathematics
used of the youth matched much of the previous
research on how people used mathematics
outside of school time, with some notable
differences. Specifically, in the robotics program
the youth drew on a varied set of mathematics
learned and used in school, out of school, and
during robotics. Figure 5 below shows the
description of robotic-related math tasks used in
the program.
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Figure 5 : The description of robotic-related math tasks (Baker , 2011)
According to Nunes et al. (2009),
development of math’s capabilities and
confidence in primary school project came
through several key findings which were:
(i) Mathematical reasoning, even more so
than children’s knowledge of arithmetic, was
important for children’s later achievement in
mathematics.
(ii) Spatial skills were important for later
attainment in mathematics, but not as important
as mathematical reasoning or arithmetic
(iii) Children’s attention and memory also
played a small but consistent part in their
mathematical achievement
(iv) Children’s from high socio-economic
status backgrounds were generally better at
mathematical reasoning than their peers
(v) Streaming, or ability-grouping, in primary
school improved the mathematical reasoning of
children in the top ability group, but the effect
was small. It hindered the progress of children
in other groups.
(vi) Children’s self confidence in math’s was
predicted most strongly by their own
competence, but also by gender (girls are less
confident than boys) and by ability grouping.
Children’s attainment, although largely
determined by cognitive and social factors, was
also influenced by their self-confidence.
IV. PROGRAMMING SOFTWARE
AND TOOLS
The availability of various programming
software and robotic hardware has enabled the
wide use and application of robotics in
education. This section will explore the
existing platforms available in the market.
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Selecting the suitable platform for students is
an imperative process to ensure effectiveness
and to reap the full benefits of such
implementations. As the discussion is done
about the easiest programming software up to
the complicated, Malaysian education should
start with the easiest programming software as
the educational robotics starts to be introduced
in the early childhood stage. And the
educational robotics curriculum should be
flexible in term of integrating it in science,
technology, and engineering and mathematics
subjects in schools. LEGO education WeDo
Robotics Construction Set and KIWI (Kids
Invent with Imagination) robots with CHERP
programming are the latest approach used for
early childhood education.
In Ruzzenente et al. (2012), a study was
done to survey the currently available kits for
tertiary education in robotics. The selection
criteria are (i) modularity (ii) re-usability (iii)
versatility and (iv) affordability. The focus is
on toolkits that allow ease of re-use to teach in
different curricula (such as electronics,
programming, or human-robot interaction). It
also considered the interoperability with
libraries and open-source frameworks. The
integration was in the form of a robotic
manipulator built with LEGO Mindstorm NXT
and its integration with Matlab and the ROS
robotic framework. However, Matlab and ROS
are complex languages that will not be suitable
for primary and secondary school students.
Apart from having code based languages,
MATLAB requires pre-requisite knowledge on
C language. However, the 4 criteria in platform
selection can be applied in choosing
programming platform for primary and
secondary school students.E.R. Kazakoff et.al.
(2012) examined a software that is more
suitable for children which is the CHERP
(Creative Hybrid Environment for Robot
Programming) software. The CHERP software
programming is used for 1 week intensive
robotic workshop for young children. CHERP
is a hybrid tangible and graphical computer
language designed to provide young children
with an engaging introduction to computer
programming.
The Creative Hybrid Environment for
Robotic Programming (CHERP) system allows
young children to program with interlocking
wooden blocks or corresponding on-screen
blocks and to transition back and forth between
the two interfaces. The tangible block-based
and graphical on-screen icons represent the
same actions for the robot to perform in either
case (Horn, Crouser, & Bers, 2011). CHERP is
a hybrid tangible and graphical computer
language designed to provide young children
with an engaged developmentally appropriate
introduction to computer programming.
PERMATA pintar Negara program in
Rizauddin et al. (2010) conducted using the
LEGO NXT Mindstorms for robotic and
programming. The PERMATA pintar Negara
is a unique program conducted by Universiti
Kebangsaan Malaysia (UKM) where highly
potential students all around Malaysia is
selected based on IQ test called UKM1 and
UKM2.It has been proved that during the 3
weeks camp, the students can upgrade their
sense of creativity by developing various types
of robot with the versatility of LEGO NXT
Mindstorms. It helped to facilitate an active
learning environment, interpersonal
communication skills and programming skills
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among students. By using the LEGO NXT
Mindstorms that has been largely used as an
affordable, motivational and effective teaching
material for robotic and programming, the
camp can provide hands-on experience which
gave the selected students the opportunity for
creativity and sense of achievement. It has been
proved that during the camp, the students can
upgrade their sense of creativity by developing
various types of robot with the versatility of
LEGO NXT Mindstorms. Robotic construction
kits such as LEGO Mindstroms, offer a new
kind of manipulative for young children to
explore and play with new concepts and ways
of thinking.
In Bers et al. (2002), the software consisted
of ROBOLAB, a graphical programming
environment with tiered levels of
programming. It allows users to drag and drop
graphical blocks of code that represent
commands such as left and right turns, reverse
direction, motor speed, motor power, and so
on. Users can drag the icons together into a
stack, in a similar way than assembling
physical LEGO bricks, and arrange them in
logical order to produce new behaviors for a
robotic construction (Figure 6).
Figure 6. The ROBOLAB programming environment (Bers et al. 2002)
In Kazakoff et al. (2012), the LEGO
education WeDo Robotics Construction Set
used, is a robotics kit that allows children to
build LEGO robots that feature working motors
and sensors. Robotics offers children and
teachers a new and exciting way to tangibly
interact with traditional early childhood
curricular themes. The work demonstrates that it
is possible to teach young children to program a
robot with developmentally appropriate tools,
and, in the process, children may not only learn
about technology and engineering, but also
increase their sequencing abilities, a skill
applicable to multiple domains – mathematics,
reading and even basic life tasks.
In Ruzzenente et al. (2012), the
hardware design were divided into complete
starter kits and Integrated Robotic Lego
Manipulator.
Hardware: Complete Starter Kits
Complete Starter Kits can be divided into
two classes: versatile (Lego-like kits designed
around basic building blocks) and non-versatile
(such as industrial robots, household robots,
robotic aircraft and humanoid robots. Versatile
is valued because:
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(i) it allows the possibility of morphological
changes to the robot; and/or
(ii) whether it allows the possibility of
expanding the hardware.
(i) Non-versatile kits: Manipulators
This type of kit allows the user to experiment
with manipulators with different degrees of
freedom (DOF).
Servobotics RA-02 Robotic Arm- The
RA-02 Robotic Arm is an assembled
manipulator that costs EUR 235. The kit
includes servomotors, body parts, a PCB board
and proprietary software to communicate with
it.
Robot Arm Trainer- This manipulator
is constructed for teaching basic robotics. It
has five DOF and it is possible to interface
with a PC using proprietary software. It costs
approximately EUR 80.
Lynx- The Lynxmotion Arms of the
AL5xx series is a robotic arm made of
anodized aluminum and plastic; it has five
DOF and a clamping tool. Control is done
through proprietary software. Stand-Alone
programming is available to adequately control
a microcontroller (PIC, Arduino). The cost of
this arm is approximately EUR 250.
(ii) Non-versatile kits: Household Robots
Pioneer Robot 3DX-The Pioneer 3DX
is a differential drive vehicle, with two-
wheeled motors, each implemented by a
continuous current electric motor. It is
equipped with an array of eight series sonar,
arranged around the perimeter.
Khepera III Robot- developed by K-
Team includes a mounted DsPIC processor
which can be programmed in C or C++, 4KB
of RAM and 66 KB of flash memory.
Hemisson- The Hemisson robot was
specifically designed for robotics education.
iRobot Create- iRobot Create is a robot
designed for educational robotics and is
derived from the commercial product iRobot
Roomba, a completely autonomous vacuum
cleaner.
MiaBot- MiaBotPro is a robot
developed by Merlin Robotics. Programming is
done using the appropriate developer kit and
the robot communicates via wireless and
Bluetooth.
WowWee Rovio- The WowWee Rovio
is a mobile robot equipped with a webcam that
can be used to pilot the robot from a distance
using a computer or cellular phone.
E-Puck- The E-Puck is a circular robot
75 mm in diameter, produced by the École
Polytechnique de Lausanne (EPFL).
(iii) Non-versatile kits: Robotic Aircrafts
Skybotix’s Coax Helicopter- The Coax
helicopter kit consists of a micro-UAV project
for the research market and educational
robotics.
Parrot AR. Drone - The AR. Drone is a
4-propellered helicopter designed with the use
of materials that are particularly light and
resilient.
AscTec Quadrotor Pelican- This
helicopter is developed for commercial markets
for research purposes.
(iv) Non-versatile kits: Humanoid Robots
Aldebaran Robotics Nao- The robot, 50
cm tall, is completely programmable and
extremely versatile.
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(v) Versatile kits
Boe-Bot - BoeBot is a robot produced by
Parallax. Albeit a bit dated in terms of
hardware, it is still used for the versatility of its
on-board electronics that can be easily
upgraded. The price is approximately EUR 150
and is not supported by ROS.
Stingray Robot - The Stingray Robot from
Parralax provides a mid-size platform for a vast
range of robotic projects and experiments. This
robot can be controlled via a proprietary
programming language. The price is
approximately EUR 335 and is not supported
by ROS.
LEGO Mindstorm - LEGO
Mindstorms are a line of product from LEGO,
which combines programmable bricks with
electric motors, sensors, LEGO bricks,
VEX - The Vex Starter Kit costs EUR
300 and contains more than 500 pieces, a
configurable frame, a programmable
microcontroller, 3 variable-speed motors, a
servomotor, gears, 2 sensors for the bumper,
various types of wheels and a radio controller
for wireless control of the robot.
FischerTechnik - FischerTechnik is a
division of the Fischer Group, which proposes
solutions for the teaching of scientific topics
for diverse academic levels, from primary
levels to university graduate studies.
An integrated robotic Lego manipulator
The LEGO series seems to be an
extremely versatile platform that can cover a
variety of age groups with reported application in
primary (Kazakoff et al.,2012), to tertiary level. In
Ruzzenente et al. (2012), an example of the
versatility of the LEGO Mindstorm NXT kit, the
robotic manipulator is used which is integrated
with Matlab/ROS for a higher education robotics
course. Figure 7 shows the manipulator is
controlled from a Matlab script, which sends
commands to the robot through ROS. Using rviz
(a ROS data visualization tool) one can see the
kinematic model move in sync with the actual
robot. If the robot were not present, the ROS
commands would go directly to rviz, thus
allowing for the debugging of the entire robot
model without the need to access the hardware
itself.
20. International Journal of Computer Science Trends and Technology (IJCST) – Volume 2 Issue 2, Mar-Apr 2014
ISSN: 2347-8578 www.ijcstjournal.org Page 81
Figure 7. The LEGO robotic manipulator shown in real life and visualized through rviz.
In Bers et al. (2002), the LEGO
Mindstorms robotic construction kits was
used with a group of pre-schools children.
The hardware is composed of the LEGO
Mindstorms RCX, a tiny computer embedded
in a LEGO brick (Figure 8). This autonomous
microcomputer can be programmed to take
data from the environment through its
sensors, process information, and power
motors and light sources to turn on and off.
An infrared transmitter is used for sending
programs from the computer to the
Mindstorms RCX. The Mindstorms RCX has
been the result of the collaboration between
LEGO and researchers at the MIT Media Lab.
Figure 8 shows the RCX programmable brick
with the wheels, motors, and sensors.
Figure 8. The RCX programmable brick with wheels, motors, and sensors (Bers et al., 2002)
21. International Journal of Computer Science Trends and Technology (IJCST) – Volume 2 Issue 2, Mar-Apr 2014
ISSN: 2347-8578 www.ijcstjournal.org Page 82
In O’ Connell, 2013, an electronics kit
that enables robotic education activities that
make sure of readily available classroom
materials was described. The developed
product, PaperBots Robotics Kit, open up
accessibility to robotics education for users
who formerly could not afford many of the
available options. The controller is an Arduino
based development board that is
programmable by either the Arduino
environment or with the Labview. Test groups
of kindergarten to six grade students
successfully constructed robots using paper,
craft materials, and the PaperBots Robotics
Kit. They were able to intuitively construct
with the materials, and the kit and program
their robots using a provided LabVIEW
interface. The participants also enjoyed their
experiences with the product while gaining
some experience in engineering principle.
V. SUMMARY AND CONCLUSION
As reviewed, most of the software used by
educators in secondary and primary schools
involved block and graphical programming
such as ROBOLAB and CHERP. Various
hardware platforms were used by various
researchers with the most popular being the
LEGO series which produces several platforms
for different age groups with LEGO Wedo for
the younger groups and mindstorm series for
the older students. Lego series robotics kits are
versatile kits which can be configured into
different shapes and structure that further
allow flexibility in the activity design. There
were two early childhood educational robotics
curriculum available for implementation which
are TangibleK curriculum for KIWI robot and
LEGO WeDo curriculum, as proposed by
Devtech Research Group by Tufts University.
However, there exist a myriad of other
robotic products which some are flexible and
some fixed structures as explained in
Ruzzenente et al. (2012). As these products
become available to the public, which some
come together with support curricular, there is
plenty of area that can be explored and refined
by educators to meet specific objective in their
application especially in STEM related
curricular. Robots present an excellent
platform for educators in connecting the
abstract concepts in STEM subjects as
compared with other forms of assistive tools.
The application of robotics which combines
elements of intuitive learning with
constructivism learning enables students to
learn and visualize the concepts at a higher
level. With the available robotics platforms
available in the market, education researchers
need to continually explore the suitability of
such products according to the specific age
groups. The application of robotics in
enhancing STEM subject education is still at
an infant stage and can be further enhance and
strengthen according to the respective
demographic environment.
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