The document discusses using the Zero Robotics programming competition to teach programming to middle school students. The competition allows students to program virtual satellites that compete in simulations. Top teams then have their code run on actual satellites aboard the International Space Station. The competition aims to spark student interest in STEM fields by giving them control of robots in space. It provides curriculum support to teachers without requiring computer science expertise. Data from high school competitions showed improved STEM understanding and motivation for students compared to traditional classes. The middle school program applies lessons from the high school version over a 5-week summer program with teacher support. It argues programming is an important skill for students to learn and competitions can engage students at a crucial age for developing interests.
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.
This document describes a collaboration between Aristotle University of Thessaloniki and Ivano-Frankivsk National Technical University of Oil and Gas to transfer a role-playing educational activity to a virtual environment. Students from the two universities worked together to create virtual spaces to support the role-playing game. Undergraduate students from IFNTUOG participated in the role-playing game in the virtual environment, taking on roles like startup business owners and investors. The virtual environment included features like an assignment room to choose roles, a conference room for the simulation, a whiteboard for presentations, colored chairs to represent roles, and a timer to keep students on schedule. An evaluation after the activity assessed students' experience in the virtual world.
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.
E-Learning Applications in the Open Education Faculty of Anadolu UniversityMehmet Emin Mutlu
The document discusses e-learning applications at Anadolu University's open education system in Turkey. It describes how over 1 million students are enrolled in various open education programs. It outlines traditional and new educational technologies used, including textbooks, TV programs, computer labs, internet-based trial exams, multimedia software, and online drill and practice programs. The goal is for most courses to be delivered online by 2006 to reach over 1 million distance students.
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.
«Learning Analytics at the Open University and the UK»Bart Rienties
In this seminar, Prof Bart Rienties will reflect on how the Open University UK has become a leading institution in implementing learning analytics at scale amongst its 170K students and 5K staff. Furthermore, he will discuss how learning analytics is being adopted at other UK institutions, and what the implications for higher education might be.
eMadrid seminar on «Review and challenges in Learning Analytics»
A Tool for Determining an Optimal Model of Student Engagement in Wikis for Le...Cristina Felea
Paper presented at the 10th eLearning and Software for Education Conference - eLSE 2014, Bucharest 24-25 April
The problem of learners’ engagement is receiving renewed attention against the background of the transition from traditional to technology enhanced learning environments and the ensuing shift from the transmission to the (co)construction of knowledge model in teaching/learning.
Recent studies on the use of social media for academic purposes have also revealed transformations in student and teacher roles and behavior. This study is part of an ongoing research on various pedagogical aspects related to early adoption of Web 2.0 tools (wikis) in a blended language learning program of English for Academic Purposes attended by undergraduate students in social sciences in a Romanian university.
The authors’ prior research on student behavior suggested low participation levels during the semester and high activity under the pressure of finals. Our current objective is to continue the research in an attempt to provide a more accurate learner profile that could help teachers improve the learning environment to further activate their students.
We applied the ROC analysis, a cost/benefit analysis of diagnostic decision making, in order to diagnose the features of students who would use successfully a Web 2.0 tool for learning. The study aims to exemplify how ROC analysis can be used to offer a classification of students with positive/negative inclinations to adopt a Web 2.0 tool by eliminating the false positives,respectively the false negatives.
Consequently, it may become a tool to select a possible optimal model to be considered in the process of needs analysis and of taking important decisions regarding teaching methods, course contents and design.
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.
This document describes a collaboration between Aristotle University of Thessaloniki and Ivano-Frankivsk National Technical University of Oil and Gas to transfer a role-playing educational activity to a virtual environment. Students from the two universities worked together to create virtual spaces to support the role-playing game. Undergraduate students from IFNTUOG participated in the role-playing game in the virtual environment, taking on roles like startup business owners and investors. The virtual environment included features like an assignment room to choose roles, a conference room for the simulation, a whiteboard for presentations, colored chairs to represent roles, and a timer to keep students on schedule. An evaluation after the activity assessed students' experience in the virtual world.
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.
E-Learning Applications in the Open Education Faculty of Anadolu UniversityMehmet Emin Mutlu
The document discusses e-learning applications at Anadolu University's open education system in Turkey. It describes how over 1 million students are enrolled in various open education programs. It outlines traditional and new educational technologies used, including textbooks, TV programs, computer labs, internet-based trial exams, multimedia software, and online drill and practice programs. The goal is for most courses to be delivered online by 2006 to reach over 1 million distance students.
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.
«Learning Analytics at the Open University and the UK»Bart Rienties
In this seminar, Prof Bart Rienties will reflect on how the Open University UK has become a leading institution in implementing learning analytics at scale amongst its 170K students and 5K staff. Furthermore, he will discuss how learning analytics is being adopted at other UK institutions, and what the implications for higher education might be.
eMadrid seminar on «Review and challenges in Learning Analytics»
A Tool for Determining an Optimal Model of Student Engagement in Wikis for Le...Cristina Felea
Paper presented at the 10th eLearning and Software for Education Conference - eLSE 2014, Bucharest 24-25 April
The problem of learners’ engagement is receiving renewed attention against the background of the transition from traditional to technology enhanced learning environments and the ensuing shift from the transmission to the (co)construction of knowledge model in teaching/learning.
Recent studies on the use of social media for academic purposes have also revealed transformations in student and teacher roles and behavior. This study is part of an ongoing research on various pedagogical aspects related to early adoption of Web 2.0 tools (wikis) in a blended language learning program of English for Academic Purposes attended by undergraduate students in social sciences in a Romanian university.
The authors’ prior research on student behavior suggested low participation levels during the semester and high activity under the pressure of finals. Our current objective is to continue the research in an attempt to provide a more accurate learner profile that could help teachers improve the learning environment to further activate their students.
We applied the ROC analysis, a cost/benefit analysis of diagnostic decision making, in order to diagnose the features of students who would use successfully a Web 2.0 tool for learning. The study aims to exemplify how ROC analysis can be used to offer a classification of students with positive/negative inclinations to adopt a Web 2.0 tool by eliminating the false positives,respectively the false negatives.
Consequently, it may become a tool to select a possible optimal model to be considered in the process of needs analysis and of taking important decisions regarding teaching methods, course contents and design.
The document describes a data collection tool developed for an Erasmus+ project called "Searching for the Labours of Hercules". The tool was built using C# and ASP.NET, stores data in a MS SQL database, and has three main parts: surveys, reports, and an admin panel. It allows project partners to complete surveys on topics like project meetings and student exchanges. The admin panel allows monitoring survey status and responses.
This document discusses teaching computational thinking and coding in Slovenia. It provides general descriptions of computer programming and coding, and how coding is applied in Slovenia's educational system. Several good practices using innovative tools for students are described, including programming a humanoid robot, using LEGO robotics, teaching binary search algorithms, and having students write algorithms. The document also includes questionnaires from five Slovenian teachers who teach coding at the secondary education level. They describe being guides and facilitators for active, creative students. Assessment examples include having students create a choregraphe program, write code to solve a problem, demonstrate binary search, and solve systems of linear equations.
Internationalization and Globalization of EngineeringManuel Castro
Presentation paper at the Twelfth LACCEI Latin American and Caribbean Conference for Engineering and Technology (LACCEI’2014) in Guayaqui, Ecuador, July 22 - 24, 2014
Coming Soon to Campus: The New "Free Agent" LearnerJulie Evans
The document discusses the emergence of the "free agent learner" - a student who is self-directed, un-tethered from traditional education models, and expert at aggregating personal data. It highlights key trends from a national student technology use survey, including a growing "digital disconnect" and students' desire for personalized, experiential, and mobile learning. Schools are urged to listen to student recommendations and create learning experiences that are enabled, engaging, and empowered to prepare for these independent, technology-empowered learners.
Top 10 Things Tech Leaders Should Know about Today's Students and Digital Lea...Julie Evans
Project Tomorrow is a national nonprofit organization that conducts annual research on K-12 students, educators, and parents' use of and views on digital learning through their Speak Up research project. Some key findings from their 2014 Speak Up research in California include:
- Many students use technology both in school for teacher-directed activities and outside of school for self-directed learning. However, some students face obstacles to technology use at school like restricted access to devices, websites, and social media.
- Students engage with social media and games both formally and informally for learning, and see benefits to game-based learning like increased understanding and engagement.
- Most students have personal access to mobile devices and see their importance for supporting school
This document discusses using AI to support education during times of crisis. It covers three main areas: content creation using recommender systems, knowledge delivery through extended reality and virtual teaching assistants, and outcome assessment using predictive analytics. The presentation aims to explain how AI can help make education more feasible, fair, and flexible when traditional in-person learning is disrupted.
The document is a systematic literature review that examines research on using the visual programming language Scratch in K-12 classrooms for subjects beyond computer science. It summarizes 15 studies that integrated Scratch into subjects like mathematics, science, arts, writing and English language learning. The studies covered topics ranging from using game design to learn mathematical concepts to measuring the impact of programming on storytelling abilities. Several studies found positive impacts on student learning, attitudes, and skills development, though more empirical research with larger student samples was needed to draw clear conclusions about the educational benefits of programming across different subject areas.
The document proposes the development of LearnVR, a virtual reality learning platform for post-secondary institutions. It provides an executive summary of the COVID-19 pandemic's disruption of education and the identified opportunity to provide interactive online learning. A situational analysis examines stakeholders, current resources at the University of Calgary including strengths like the Taylor Institute, and weaknesses like student and educator dissatisfaction with online classes. Opportunities exist in innovative technologies like VR, while threats include reputation risks if institutions do not adapt. Interviews revealed support for VR's potential to improve engagement and preparation for careers. The proposal suggests developing a minimum viable product and testing it with classes of 20-25 students through a freemium model.
The document discusses open educational resources (OERs) and practices at the Knowledge Cloud. It defines OERs as educational resources that can be freely used and adapted for teaching and learning. It describes how OERs are typically organized and stored as learning objects in learning object repositories (LORs). It also introduces the concepts of open learning designs (Open LDs), which describe the teaching and learning process for a unit or course, and learning design repositories (LDRs) which store Open LDs along with metadata.
Engage, Enable, Empower: How math & science teachers are transforming learnin...Julie Evans
The document discusses findings from the Speak Up research project conducted by Project Tomorrow regarding how math and science teachers are using digital tools to transform learning. Some key findings include:
- Science and math teachers report advanced tech skills and use a variety of digital tools for professional tasks like online professional learning communities.
- Teachers see benefits of technology use in increasing student engagement and supporting mobile, blended, and personalized learning.
- Professional development needs center around using technology to differentiate instruction and identifying high-quality digital content and apps.
- While teachers value social media for collaboration, most students have moved away from Facebook towards other platforms.
Up2U Ecosystem to Engage Secondary Schools, Teachers and StudentsUp2Universe
The Up2U project aims to connect secondary schools in select European countries using existing networks, with the goal of improving the transition from secondary to higher education. It plans to develop an ecosystem that interconnects formal and informal education through virtual tools and classes. This will provide support for teachers and personalized education for students. The initial phase will engage schools in pilot countries, with the intent to expand across Europe over time. Key aspects of the project include developing a modular learning platform, integrating educational applications and open resources, and gathering feedback from teachers and students to iteratively improve the tools and services provided by the Up2U ecosystem.
This chapter discusses technology tools that teachers can use for instruction beyond basic applications. It describes seven categories of tools: materials generators, data collection and analysis tools, testing and grading tools, graphics tools, planning and organizing tools, research and reference tools, and content area tools. Specific examples are provided for each category, such as desktop publishing software for materials generators and database programs for data collection. The benefits and uses of these tools in the classroom are also outlined.
My great grandfather Vittorio Tulli immigrated to Argentina from Italy in the early 1900s seeking a new life after World War 2. He opened a successful metal factory in Buenos Aires. His son Romulo took over the business after Vittorio and his wife passed away. Romulo married and had children including my father Rodolfo. Rodolfo married my mother and they had several children, including me. My parents later divorced. My siblings and I have pursued our own careers and families despite family difficulties.
This document is a real estate proposal from Steven Miller of CENTURY 21 AllPoints Realty to market and sell a home. It outlines Miller's experience with CENTURY 21, which has over 120,000 agents globally and is considered the top brand in real estate. The proposal discusses CENTURY 21's marketing system and tools to sell homes quickly. It also highlights Miller's knowledge, CENTURY 21's training programs, and the office's history as the #1 CENTURY 21 office in Connecticut in 2008-2009.
Envejecimiento a nivel celular y orgánico: envejecer es normalberesaluze
El Dr. José Viña, uno de los mejores investigadores españoles, apuesta por la suplementación nutricional como única vía para realizar una verdadera dieta equilibrada.
The document provides summaries of 14 books that have won the Newbery Award. Each summary is 1-3 sentences and highlights the book's genre, main characters, plot, and the summarizer's brief opinion. The books cover a range of genres including fiction, non-fiction, poetry, biography and more. The summaries provide a high-level overview of the essential details and stories contained within each book.
My great grandfather Vittorio Tulli immigrated to Argentina from Italy in the early 1900s seeking a new life after World War 2. He opened a successful metal factory in Buenos Aires. His son Romulo took over the business after Vittorio and his wife passed away. Romulo married and had children including my father Rodolfo. Rodolfo married my mother and they had several children, including me. My family has since grown further with marriages and children of my siblings.
This document is a real estate proposal from Steven Miller of CENTURY 21 AllPoints Realty to market and sell a home. It outlines Miller's experience with CENTURY 21, which has over 120,000 agents globally and is considered the top brand in real estate. The proposal discusses CENTURY 21's marketing system and Miller's commitment to ensuring a smooth selling process, keeping the client informed, selling the home quickly at the best price. Miller will customize a marketing plan for the home and determine an initial market position.
What changes with the EU Data Protection Regulation for Gambling CompaniesGiulio Coraggio
The General Data Protection Regulation is a massive change for both gaming and gambling operators and suppliers, also introducing sanctions up to 4% of the global turnover of the breaching entity for privacy breaches.
The document describes a data collection tool developed for an Erasmus+ project called "Searching for the Labours of Hercules". The tool was built using C# and ASP.NET, stores data in a MS SQL database, and has three main parts: surveys, reports, and an admin panel. It allows project partners to complete surveys on topics like project meetings and student exchanges. The admin panel allows monitoring survey status and responses.
This document discusses teaching computational thinking and coding in Slovenia. It provides general descriptions of computer programming and coding, and how coding is applied in Slovenia's educational system. Several good practices using innovative tools for students are described, including programming a humanoid robot, using LEGO robotics, teaching binary search algorithms, and having students write algorithms. The document also includes questionnaires from five Slovenian teachers who teach coding at the secondary education level. They describe being guides and facilitators for active, creative students. Assessment examples include having students create a choregraphe program, write code to solve a problem, demonstrate binary search, and solve systems of linear equations.
Internationalization and Globalization of EngineeringManuel Castro
Presentation paper at the Twelfth LACCEI Latin American and Caribbean Conference for Engineering and Technology (LACCEI’2014) in Guayaqui, Ecuador, July 22 - 24, 2014
Coming Soon to Campus: The New "Free Agent" LearnerJulie Evans
The document discusses the emergence of the "free agent learner" - a student who is self-directed, un-tethered from traditional education models, and expert at aggregating personal data. It highlights key trends from a national student technology use survey, including a growing "digital disconnect" and students' desire for personalized, experiential, and mobile learning. Schools are urged to listen to student recommendations and create learning experiences that are enabled, engaging, and empowered to prepare for these independent, technology-empowered learners.
Top 10 Things Tech Leaders Should Know about Today's Students and Digital Lea...Julie Evans
Project Tomorrow is a national nonprofit organization that conducts annual research on K-12 students, educators, and parents' use of and views on digital learning through their Speak Up research project. Some key findings from their 2014 Speak Up research in California include:
- Many students use technology both in school for teacher-directed activities and outside of school for self-directed learning. However, some students face obstacles to technology use at school like restricted access to devices, websites, and social media.
- Students engage with social media and games both formally and informally for learning, and see benefits to game-based learning like increased understanding and engagement.
- Most students have personal access to mobile devices and see their importance for supporting school
This document discusses using AI to support education during times of crisis. It covers three main areas: content creation using recommender systems, knowledge delivery through extended reality and virtual teaching assistants, and outcome assessment using predictive analytics. The presentation aims to explain how AI can help make education more feasible, fair, and flexible when traditional in-person learning is disrupted.
The document is a systematic literature review that examines research on using the visual programming language Scratch in K-12 classrooms for subjects beyond computer science. It summarizes 15 studies that integrated Scratch into subjects like mathematics, science, arts, writing and English language learning. The studies covered topics ranging from using game design to learn mathematical concepts to measuring the impact of programming on storytelling abilities. Several studies found positive impacts on student learning, attitudes, and skills development, though more empirical research with larger student samples was needed to draw clear conclusions about the educational benefits of programming across different subject areas.
The document proposes the development of LearnVR, a virtual reality learning platform for post-secondary institutions. It provides an executive summary of the COVID-19 pandemic's disruption of education and the identified opportunity to provide interactive online learning. A situational analysis examines stakeholders, current resources at the University of Calgary including strengths like the Taylor Institute, and weaknesses like student and educator dissatisfaction with online classes. Opportunities exist in innovative technologies like VR, while threats include reputation risks if institutions do not adapt. Interviews revealed support for VR's potential to improve engagement and preparation for careers. The proposal suggests developing a minimum viable product and testing it with classes of 20-25 students through a freemium model.
The document discusses open educational resources (OERs) and practices at the Knowledge Cloud. It defines OERs as educational resources that can be freely used and adapted for teaching and learning. It describes how OERs are typically organized and stored as learning objects in learning object repositories (LORs). It also introduces the concepts of open learning designs (Open LDs), which describe the teaching and learning process for a unit or course, and learning design repositories (LDRs) which store Open LDs along with metadata.
Engage, Enable, Empower: How math & science teachers are transforming learnin...Julie Evans
The document discusses findings from the Speak Up research project conducted by Project Tomorrow regarding how math and science teachers are using digital tools to transform learning. Some key findings include:
- Science and math teachers report advanced tech skills and use a variety of digital tools for professional tasks like online professional learning communities.
- Teachers see benefits of technology use in increasing student engagement and supporting mobile, blended, and personalized learning.
- Professional development needs center around using technology to differentiate instruction and identifying high-quality digital content and apps.
- While teachers value social media for collaboration, most students have moved away from Facebook towards other platforms.
Up2U Ecosystem to Engage Secondary Schools, Teachers and StudentsUp2Universe
The Up2U project aims to connect secondary schools in select European countries using existing networks, with the goal of improving the transition from secondary to higher education. It plans to develop an ecosystem that interconnects formal and informal education through virtual tools and classes. This will provide support for teachers and personalized education for students. The initial phase will engage schools in pilot countries, with the intent to expand across Europe over time. Key aspects of the project include developing a modular learning platform, integrating educational applications and open resources, and gathering feedback from teachers and students to iteratively improve the tools and services provided by the Up2U ecosystem.
This chapter discusses technology tools that teachers can use for instruction beyond basic applications. It describes seven categories of tools: materials generators, data collection and analysis tools, testing and grading tools, graphics tools, planning and organizing tools, research and reference tools, and content area tools. Specific examples are provided for each category, such as desktop publishing software for materials generators and database programs for data collection. The benefits and uses of these tools in the classroom are also outlined.
My great grandfather Vittorio Tulli immigrated to Argentina from Italy in the early 1900s seeking a new life after World War 2. He opened a successful metal factory in Buenos Aires. His son Romulo took over the business after Vittorio and his wife passed away. Romulo married and had children including my father Rodolfo. Rodolfo married my mother and they had several children, including me. My parents later divorced. My siblings and I have pursued our own careers and families despite family difficulties.
This document is a real estate proposal from Steven Miller of CENTURY 21 AllPoints Realty to market and sell a home. It outlines Miller's experience with CENTURY 21, which has over 120,000 agents globally and is considered the top brand in real estate. The proposal discusses CENTURY 21's marketing system and tools to sell homes quickly. It also highlights Miller's knowledge, CENTURY 21's training programs, and the office's history as the #1 CENTURY 21 office in Connecticut in 2008-2009.
Envejecimiento a nivel celular y orgánico: envejecer es normalberesaluze
El Dr. José Viña, uno de los mejores investigadores españoles, apuesta por la suplementación nutricional como única vía para realizar una verdadera dieta equilibrada.
The document provides summaries of 14 books that have won the Newbery Award. Each summary is 1-3 sentences and highlights the book's genre, main characters, plot, and the summarizer's brief opinion. The books cover a range of genres including fiction, non-fiction, poetry, biography and more. The summaries provide a high-level overview of the essential details and stories contained within each book.
My great grandfather Vittorio Tulli immigrated to Argentina from Italy in the early 1900s seeking a new life after World War 2. He opened a successful metal factory in Buenos Aires. His son Romulo took over the business after Vittorio and his wife passed away. Romulo married and had children including my father Rodolfo. Rodolfo married my mother and they had several children, including me. My family has since grown further with marriages and children of my siblings.
This document is a real estate proposal from Steven Miller of CENTURY 21 AllPoints Realty to market and sell a home. It outlines Miller's experience with CENTURY 21, which has over 120,000 agents globally and is considered the top brand in real estate. The proposal discusses CENTURY 21's marketing system and Miller's commitment to ensuring a smooth selling process, keeping the client informed, selling the home quickly at the best price. Miller will customize a marketing plan for the home and determine an initial market position.
What changes with the EU Data Protection Regulation for Gambling CompaniesGiulio Coraggio
The General Data Protection Regulation is a massive change for both gaming and gambling operators and suppliers, also introducing sanctions up to 4% of the global turnover of the breaching entity for privacy breaches.
Smart home e problematiche legali - L'interoperabilità tra piattaforme come u...Giulio Coraggio
La presentazione si focalizza sulle principali problematiche legali relative ai dispositivi smart home concentrandosi sull'interoperabilità tra piattaforme vs. piattaforme open source, gli obblighi in materia di privacy e i rischi in materia di reati informatici e cybercrime
Wearable technologies and remote patient remote monitoring systemGiulio Coraggio
The document summarizes a webinar presentation about legal issues related to patient remote monitoring systems and wearable technologies in healthcare. Remote patient monitoring allows patients to perform routine medical tests and send results to healthcare providers in real-time using mobile devices. Key legal issues discussed include privacy regulations around collection and processing of patient data, potential qualification of hardware and software as medical devices, and intellectual property protection of the monitoring technologies.
What changes for Internet of Things technologies with the EU Data Protection ...Giulio Coraggio
The Internet of Things (IoT) relies on the large processing of personal data. And with the adoption of the EU Data Protection Regulation, companies investing on IoT technologies shall considerably change their approach, also because of the potential sanctions up to 4% of the global turnover of the breaching entity for privacy breaches.
Scommesse sportive online in Italia, come invertire il declinoGiulio Coraggio
This is the presentation given by the Univerisity of Milan during an event organized by DLA Piper and named "Sports betting in Italy, how to reverse the decline? Countries in comparison for a possible solution".
This document summarizes a webinar on legal issues in social media. It discusses the European framework for social media regulation, including common rules around advertising, data protection, and e-commerce. It then focuses on how these areas are regulated specifically in Italy, noting Italy's strict approach to data protection and liability on the internet. The document concludes by considering how new technologies may impact future regulation around big data and privacy.
Drones and logistics - What legal issues and how to handle themGiulio Coraggio
The usage of drones in the delivery of products, provision of maintenance services and for safety purposes is proliferating, but what regulatory, privacy, cyber security and liability issues arise?
Wearable technologies, privacy and intellectual property rightsGiulio Coraggio
Outline of main legal issues connected to the usage of wearable technologies with particular reference to privacy and data protection, intellectual property rights and confidentiality
The presentation covers the main legal issues affecting technologies in the Internet of Things enviroment such as wearable technologies, ehealth devices, smarth home and smart city tools with reference to data protection, telecom, cybercrime, life sciences and regulatory matters.
Apps For Social Justice Motivating Computer Science Learning With Design And...Nathan Mathis
This document describes a 12-week course called Apps for Social Justice that was taught to middle and high school students. The course introduced students to computer science concepts through designing and building mobile apps to address social justice issues in their community. Two high school students, Soraya and Mayra, focused on building an Android app called BAYP that provided information on local youth programs. Through this experience, the students gained hands-on experience with computer science skills like designing interfaces, working with databases, and iterating on their app design. The course aimed to make computer science more engaging and meaningful for students by linking it to real-world issues.
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.
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 discusses a mobile learning initiative called Project K-Nect that provided mobile devices to 9th grade algebra students in Onslow County, NC to supplement math instruction.
- Research found that students who participated in Project K-Nect significantly outperformed their peers on standardized math tests and course grades. Students reported that the mobile access helped increase their understanding and engagement with math.
- The initiative aims to address deficits in US students' math and science skills by motivating students to enter STEM careers through mobile, problem-based learning approaches.
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.
This document discusses emerging educational technologies. It describes 5 trends for 2010 including eBooks, netbooks, interactive whiteboards, personal devices in classrooms, and tailored curricula. It also summarizes articles about a new middle school geography program called myWorld that uses virtual reality, and a software called LEE for high school engineering classes that uses the same tools as professionals. The document reflects on how these technologies can make learning more engaging for students.
This document discusses emerging educational technologies. It describes 5 trends for 2010 including eBooks, netbooks, interactive whiteboards, personal devices in classrooms, and tailored curricula. It also summarizes articles about a new middle school geography program called myWorld that uses virtual reality, and a software called LEE for high school engineering classes that uses the same tools as professionals. The document reflects on how these technologies can make learning more engaging for students.
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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.
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Authors: Anagnostopoulos, GC, Georgiopoulos M, Ports K, Richie S, Cardinale N, White M, Kepuska V, Chan PK, Wu A, Kysilka M
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Session: # 3232
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ZeroRobotics article
1. STEM Education
Students Touch Space Through Free Robotics Programming Competition
Jenny Liu1
, Wendy Feenstra2
, Alvar Saenz Otero1
, and Kathleen Magrane3
1
Space Systems Laboratory, Massachusetts Institute of Technology,
77 Massachusetts Avenue, Cambridge, MA, 02139, U.S.A.
2
Aurora Flight Sciences, 4 Cambridge Center Suite 11, Cambridge, MA, 02142, U.S.A.
3
Massachusetts Afterschool Partnership, 128 Tremont Street-Suite 4F, Boston, MA, 02108, U.S.A.
{liuj, alvarso}@mit.edu, wfeenstra@aurora.aero, kmagrane@massafterschool.org
Keywords: Middle School, Programming, Competition, Robotics, International Space Station, SPHERES, NASA.
Abstract: This position paper discusses the use of the Zero Robotics Summer Program competition as a tool to teach
programing to students in middle school (ages 11-14). The benefits of teaching programing at that age are
discussed, including grasping the student attention early on and providing a useful skill. Zero Robotics is a
free programming competition where students program microsatellites to compete with other student-
programmed satellites in a virtual game using an online simulation. The finalists see their code compete on
the SPHERES satellites aboard the International Space Station, during a final competition transmitted live.
The game and curriculum teaches students physics, mathematics, and programming concepts. This position
paper argues that it is possible to engage students in programing by providing the right incentive (space)
through a competitive environment where teachers have a curriculum to back them up, without becoming a
standard classroom exercise.
1 INTRODUCTION
Zero Robotics Middle School Program is a
programming competition which culminates with the
top teams demonstrating their software aboard the
International Space Station (ISS). The Synchronized
Position Hold, Engage, Reorient, Experimental
Satellites (SPHERES) are used inside the ISS,
controlled by programs developed by grade-school
students. The SPHERES satellites have operated
aboard the ISS since 2006 to carry a wide range of
algorithm development by graduate students
(Saenz-Otero, 2005) (Wertz, 2000). Starting in 2009
the Zero Robotics program has leveraged the
resources of SPHERES as a tool for Science,
Technology, Engineering, and Math (STEM)
education through a unique student robotics
competition (Saenz-Otero, 2010).
Participants in Zero Robotics write their
programs using an online programming environment
accessed via a web browser, which does not require
the installation of any special tools, nor the purchase
of software licenses or entry fees. Thus, the “zero”
stands for “zero-cost” and “zero-configuration” in
addition to “Zero”-gravity. This no-cost model
eliminates potential barriers that often limit the
participation of under-served and under-represented
populations in robotics competitions.
The program has grown over four years into an
international tournament involving more than two
thousand student competitors and has given
hundreds of students the experience of running
experiments aboard the ISS. The main goal of the
program is to teach students STEM topics by
showing them real world applications and
opportunities for future involvement, to increase
their awareness for space and technology, and to
encourage them to explore these topics.
National Aeronautics & Space Administration
(NASA), Defense Advanced Research Projects
Agency (DARPA), and Center for the Advancement
of Science in Space (CASIS) sponsor the Zero
Robotics Middle School Summer Program. It is run
by the MIT Space Systems Laboratory (SSL), the
Massachusetts Afterschool Partnership (MAP),
Aurora Flight Sciences Corporation (AFS), and Top
Coder (TC). The Education Development Center,
Inc. (EDC) led the 2013 curriculum development.
In 2013 the Zero Robotics Middle School
Program expanded outside the state of
270
2. Massachusetts to include California, Florida,
Georgia and Idaho. The 2010 Middle School pilot
program utilized MIT undergraduate mentors who
became daily instructors at each of the ten pilot
locations. As ZR expands, the MIT mentor model is
not sustainable and new methods of developing
program quality must be applied. The MIT SSL and
MAP partnered with EDC to develop and pilot a
downloadable and free Zero Robotics curriculum
geared towards middle school summer programs.
The guide provides a structured outline of objectives
and activities to support summer educators in
presenting lessons and key concepts.
This paper presents the results observed from
high school competitions and how the lessons
learned have been applied to the middle school
program. This position paper argues that it is
possible for middle-school students to get interested
in programing if (a) an exciting incentive, such as
space, is used as initial attraction (b) the students are
presented with a challenge/competition, and (c) the
teachers are provided with a curriculum that does
not require them to be an expert in computer
science.
2 BACKGROUND
There are two different types of programming
competitions, short-term competitions and long-term
competitions. Short-term competitions usually take
place over a day or weekend, and long-term
competitions take place over several weeks or
months. In this position paper, we will focus on long
term programming competitions. For the purpose of
this paper, our definition of middle school is grades
six through nine (ages 11-14).
Programming competitions targeted towards
middle school students are important for the
following reasons:
1) Students Need to Learn Programming because
Programming Opens up a lot of Doors for Future
Opportunities.
According to Code.org, there are plenty of
opportunities for students that learn programming.
They estimate that there will be 1.4 million
computing jobs by 2020, which equates to about
$500 billion opportunity.
2) Programming should be taught Starting in
Middle School.
Students must get involved in engineering and
programing at a young age. There is precedent
globally that students as young as first grade are
capable of learning programming. Last year, the
Estonian Tiger Leap Foundation (Wilson, R, 2012)
launched a program called “ProgeTiiger” where
programming is introduced to students starting in
first grade. Estonia Tiger Leap Foundation decided
to start this project because they saw how many
companies struggle to find decent programmers.
Estonia is proud of its programmers developing
Skype, which has been acquired by Microsoft.
ProgeTiiger starts in first grade. Therefore, it is not
too early to start in middle school.
3) We Believe that Teaching Students to Program
by Competition is an Effective Method.
The Zero Robotics Middle School Competition is
based on the idea of gaming and wining. At the same
time, it includes multiple features that encourage
friendly competition. Field trip events bring students
together, introducing students with similar interests
to each other, creating a community of student
programmers. Within this community, students
support each other through messages in the Zero
Robotics forum. This gives students a glimpse of
collaboration, highly relevant to future careers at
universities and in industry. In addition, the long-
term competition format, gives students the
opportunity to create and evolve their solutions
similar to processes in universities and in industry.
Microsoft Education blogger notes that long term
programming competitions make students design
well thought-out solutions that closely resemble
industry or formal research tool development.
(Microsoft, 2013)
2.1 Thesis
It is possible for middle-school students to get
interested in programing if (a) an exciting incentive,
such as space, is used as initial attraction (b) the
students are presented with a challenge/competition,
and (c) the teachers are provided with a curriculum
that does not require them to be an expert in
computer science.
3 IMPACT OF HIGH SCHOOL
ZERO ROBOTICS
COMPETITION
The Zero Robotics High School competition has
attracted over 1500 students since 2009. Its initial
growth in teams showed that even with a small
number of schools that teach programing in the USA
(under 10% of public schools http://code.org/stats),
there is an attractiveness in having space as an
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3. incentive. Feedback from participants presents
individual data points that demonstrate the impact of
space:
“A teacher in a local middle school has followed
the progress of team y0b0tics! from their early days
as a middle school FLL [First LEGO League] team
through their current participation in ZR, on a poster
that hangs in his science classroom. The poster’s
theme is “Start here…” (middle school FLL) and
“Go here…” competing in ZR with your code being
run by an astronaut on the ISS. Recently, my older
son, Richard, attended an event at my younger son’s
school. While walking through the hall, a middle
schooler approached him and said, “[You’re] cool!”
and explained recognizing him from the poster.
Mt. Olive High School in New Jersey, boasts a
football team with 100+ participants and a robotics
team with 125+ participants.”
Other feedback addresses the ability to introduce
new STEM concepts to students through the
competition: “I never thought about programming,
and wasn’t interested in programming at all.
However, the thought that I could control robots in
space, especially in the International Space Station,
caught my interest. And so I participated in Zero
Robotics.” The space incentive of ISS encourages
and attracts students who never thought they could
program or would be interested in learning
programming. The program growth supports this
positive impact. Zero Robotics started with only two
teams in 2009, a total of thirteen students, and has
expanded this year to 142 teams (includes both USA
and European teams) with more than 1600 students.
The competition serves as an effective and
incentivizing educational tool when compared to the
traditional curriculum: “Several parents and students
have expressed to me that ZR competition was one
of the most important educational experiences of
their entire career. In my opinion, students who
participate have far greater understanding of physics,
math, and programming than their peers after just a
few weeks of a competition…I saw a big
improvement in one student who joined the Zero
team. For one thing, she now really understands
vector concepts far better than other students, and
vectors are fundamental to many different concepts
in physics so this directly lead to her grades
improving. It’s on thing to memorize how to take a
vector sum or a cross product. [It’s] something else
entirely to have to use those concepts to solve real
problems you are faced with.”
In addition, the competition format creates
incentives for the students to dig deeper into the
subjects: “The competition atmosphere encouraged
me to learn as much as I could. Instead of just
learning at team meetings, I looked up exercises and
tutorials on my own time. Consequently, after the
Zero Robotics season was over, I decided to take a
formal computer science course. I felt that taking a
formal course would enforce and expand upon
concepts I gathered through on-the-fly coding during
the Zero Robotics season.
“From the first day of my computer science
class, I instantly noticed a distinct difference
between coding concepts learned in school versus
the ones I picked up over the course of Zero
Robotics. The biggest difference would definitely be
the motivation behind learning in the two different
formats (Zero Robotics and traditional classroom
setting). I was much more motivated in Zero
Robotics because I had to make sure I kept up with
students from other teams. The latest Zero Robotics
Challenge always posed an interesting problem that
required a solution that needed to be innovative.
Exercises given in class were often tedious, lacking
any real application to tasks one would do in the real
world. As a result, I found the classroom methods to
be extremely boring. For people driven by problem-
solving and creative approaches to learning, I would
recommend giving Zero Robotics a try. It definitely
provides a fun way to learn something completely
new like programming.”
By working in teams, rather than individual
competitions, ZR enhances the learning experience
by encouraging collaboration: “I learned C entirely
through Zero Robotics. … I learned to code for ZR
while learning to code in Java, which helped in that
there is a lot of cross-over. Aside from the
generalities, the most crucial thing I learned from
programming with ZR is that there are a lot of ways
to do a task, so find the most efficient one. … and in
general write code that other people on your team
have to be able to understand and add to was
definitely one of the biggest things I took away from
ZR. …about collaboration. Learning to code with
others can be a big challenge because most people
learn to code on their own, and everyone has their
own coding style. Like I said before, there are many
ways to write the same program. Everyone wants to
write it their own way, and programmers in general
are very protective of their code. Learning to accept
others' ideas and ways of writing is a valuable asset.
In this way, ZR helped me a lot with group projects
in robotics club and team programming
competitions…”
The successes of the High School Tournament
were implemented in the Middle School Summer
Program:
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4. Maintain space as an incentive, including
participation of the finalists aboard ISS.
Make programming the central STEM objective.
Maintain a team competition format which
encourages collaboration.
The middle school program differs from the
high school program in that it takes place over the
summer (five weeks) and provides more support to
middle school teachers via a curriculum of
structured weekly activities.
4 COUNTERARGUMENTS TO
MIDDLE SCHOOL
Counterarguments exists against teaching
programing at the middle school level and using
competition as a teaching tool. Literature review of
the topic yields the following arguments:
1) Middle School Students are too young to
Understand Programming.
In online blogs, parents advocate that middle
school students should “enjoy their childhood years”
and not be tied to the computer screen. Students
should learn to follow their instincts, use their
imagination, and not be taught the rigid world of
engineering design (Farr, 2013). There is also
suggestion that learning programming languages
may sacrifice a student’s ability to learn foreign
languages (Koerner, 2013).
2) Students are too young to be Competitive.
Teachers involved in the Zero Robotics program
provided feedback for the elementary school level
(ages 6-11) that the focus of our program should be
on problem solving and not competition.
“These students worked hard to get their
programs to work…it would be nice to just ‘see’
how they did.
“The competition wasn’t as important to the
students as the sense of accomplishment from seeing
that the student code worked.”
4.1 Refutes to Counterclaims
Current events and industry activity review refutes
the counterclaims:
17-year-old British developer Nick D’Aloisio’s
startup was acquired by Yahoo! D’Aloisio taught
himself to code at age 12 (7th
grade) and started
developing iPhone apps in 2008. After launching
his app, D’Aloisio received widespread attention
from media and investors including actor Ashton
Kutcher and Zynga founder Marc Pincus. (Fell,
2013)
Microsoft held, Kodu, a game design
programming competition, this year for students
age nine through twelve. Since the competition,
there have been one-half million downloads for
the 16,000-plus kid-created games. (Microsoft,
2013)
5 ARGUMENTS IN SUPPORT OF
MIDDLE SCHOOL
1) Programming is an Important Skill for Middle
School Students to Learn.
As pointed out earlier, programming jobs are
growing and there are many opportunities for
students in the future. Thus, we believe that
programming is an important skill for middle school
students to learn. Further, by creating ‘applications’
for programing, students are exposed to other STEM
skills such as math (algebra, geometry) and physics.
2) Middle School Students are Developing
Interests.
Middle school students start developing hobbies
before high school, therefore it is important to
expose students to programming earlier. STEM
research points out that one of the keys to successful
education programs for students is to spark the
interest of students in earlier grades. (Koerner, 2013)
Children are exposed to technology as early as
age two. Toddlers play games and watch videos of
themselves on iPads. Through these experiences,
children are taught how to use them, but not how to
program them. Not knowing how digital
environments are constructed leads children to
accept them at face value. Facebook is an example
where kids think the function of Facebook is to help
them keep in touch with friends. In actuality,
Facebook users are now actually the product, the
target of ads and marketing. Students should learn
how to make tomorrow’s software, not just about
how to use today’s software. (Rushkoff, 2012)
3) Afterschool Programming Offers Opportunities
for Middle School Students.
Programming seems daunting to many students.
It is often perceived as a hobby that only ‘geeks’ and
‘nerds’ pursue. Generally, students don’t realize they
are capable of learning to program themselves and
shun away from it. Only a small percentage of
students are exposed to computer science, and only
23% of those are minority. (http://code.org/stats)
STEM Afterschool Programs focus on providing
services to underrepresented populations in STEM
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5. fields, and many also focus on providing girls with
exposure to science and female role models.
(Afterschool Alliance, 2011)
Feedback from participating teachers reflects
these statistics: “there is clearly a gender gap in
these activities. That said, I believe that the more
competitions/games that encompass STEM activities
students are exposed to at an early age will tend to
reduce the gap.”
Therefore Zero Robotics aims to make the
competition as accessible to as much of the
population as possible. The competition has no entry
free, requires no setup, and is free in the sense that
all you need is a computer that has a web browser to
compete. The rare opportunity for students to have
their code run by astronauts in space is geared
specifically to minority and underrepresented
students at the middle school level. The program
attempts to show that anyone can learn to code by
providing a rich set of free step-by-step tutorials on
our website.
6 CONCLUSIONS
Through review of current events, literature
research, analysis of ZR program growth and
participation, and substantial feedback from
participants, it is possible to conclude that:
Space and astronauts provide a clear incentive
for middle-school students to participate in a
programing competition, even if they had never
thought of programing as something they could
or wanted to do.
Using a competition format encourages not only
participation but also collaboration.
Students learn to relate to each other in new
ways, by working together in a common goal
using their minds.
A curriculum with clearly prescribed activities
allows middle-school teachers to guide their
students in learning programing
Based on the success, the Zero Robotics Middle
School Summer Program will continue to expand.
ACKNOWLEDGEMENTS
The authors would like to thank Richard Kopelow,
Wei Low, Terri Tomassi, Stephen Pendergast, and
Neil Shankar for their dedication to the program, and
for sharing with us their perspective on the Zero
Robotics Program.
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