RoboSTEAM Project

Author(s):  
Miguel Á. Conde ◽  
Francisco J. Rodríguez-Sedano ◽  
Camino Fernández-Llamas ◽  
Maria João Carvalho Ramos ◽  
Manuel Domingos Jesus ◽  
...  

Digital society demands professionals prepared for the current landscape. It is necessary to teach current students how to employ and solve problems related to this constantly changing context. This requires new learning approaches that facilitate developing computational thinking skills by learning programming and applying STEAM disciplines. However, integrating STEAM and developing such skills is not easy in current educational programs. RoboSTEAM project is an Erasmus KA2 project that propose the application of challenge-based learning methodologies combined with the use of robots and physical devices in order help learners to develop computational thinking in pre-university education environments. This chapter describes the project proposal, partners involved, activities, and outcomes and initial results obtained.

2019 ◽  
pp. 877-891
Author(s):  
Amanda Sullivan ◽  
Marina Umaschi Bers

Over the past few years, new approaches to introducing young children to computational thinking have grown in popularity. This chapter examines the role that user interfaces have on children's mastery of computational thinking concepts, programming ability, and positive interpersonal behaviors. It presents two technologies designed specifically for young children: the KIBO robotics kit and the ScratchJr programming application, both of which focus on teaching young children introductory computational thinking skills in a cognitively and socio-emotionally developmentally appropriate way. The KIBO robotics kit engages children in learning programming by using tangible wooden blocks (no screens or keyboards required). ScratchJr also teaches foundational programming, but using a graphical language on a tablet device. This chapter presents examples of how each tool can be used in classroom settings and the potential benefits and drawbacks of each interface style. Suggestions for implementing each technology in a developmentally appropriate way are presented.


Author(s):  
I. V. Bazhenova ◽  
М. М. Klunnikova ◽  
N. I. Pak

Problem relevance. Due to the multi-departmental concepts and the different content of educational programs of schools and universities, a serious problem arises of the succession and continuity of the education system along the “vertical” in general and subject teaching in particular. Another didactic problem is the need to ensure interdisciplinary connections of basic courses in the traditional disciplinary model of the educational process for more effective and expedient formation of certain student’s competencies sets. In this regard, it is of interest to create new organizational and meaningful approaches to training specialists without a significant restructuring of the traditional educational process.The purpose of the article is to substantiate a collaborative model of subject training of students in a school-university cluster of disciplines, which ensures the succession and continuity of education at school and university.Methodological basis. On the example of three disciplines “Programming”, “Computanional Methods”, “Information Technologies in Education”, a cluster model of teaching schoolchildren and students in the direction of training “Mathematics and Computer Science” has been designed and implemented. A feature of the considered school-university cluster of disciplines is a unified methodological base of target, meaningful and didactic elements that form and develop the calculative-algorithmic component of the computational thinking of students. The basis of the means and methods of teaching in the cluster is made up of cognitive techniques and a platform of “computational and algorithmic primitives” — solving elementary task template. A recursive approach is used in the methods of cluster subject teaching of schoolchildren and students.Results and Conclusions. The model of the created disciplinary cluster “Programming — Computanional Methods — Information Technologies in Education” contributes to the formation and development of the calculative-algorithmic component of the computational thinking of schoolchildren and students, and also forms their assigned groups of competencies. The school-university cluster of disciplines ensures real succession and continuity of school and university education, without unnecessary, sometimes artificial, labor-intensive additional organizational and methodological means and techniques. The approach under consideration can be used to create clusters of disciplines in various educational areas, allowing their meaningful collaboration and forming given competencies sets and schoolchildren’s and student’s cognitive abilities. 


Author(s):  
Amanda Sullivan ◽  
Marina Umaschi Bers

Over the past few years, new approaches to introducing young children to computational thinking have grown in popularity. This chapter examines the role that user interfaces have on children's mastery of computational thinking concepts, programming ability, and positive interpersonal behaviors. It presents two technologies designed specifically for young children: the KIBO robotics kit and the ScratchJr programming application, both of which focus on teaching young children introductory computational thinking skills in a cognitively and socio-emotionally developmentally appropriate way. The KIBO robotics kit engages children in learning programming by using tangible wooden blocks (no screens or keyboards required). ScratchJr also teaches foundational programming, but using a graphical language on a tablet device. This chapter presents examples of how each tool can be used in classroom settings and the potential benefits and drawbacks of each interface style. Suggestions for implementing each technology in a developmentally appropriate way are presented.


Author(s):  
Cagin Kazimoglu ◽  
Mary Kiernan ◽  
Liz Bacon ◽  
Lachlan MacKinnon

This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for, and guidelines in support of, this games-based approach contextualized by an analysis of existing research into the issues of learning programming and game based learning approaches. Furthermore, the proposed game-based learning model focuses not only on procedural and applied knowledge and associated skills acquisition in computational thinking, but also provides contextualised theoretical knowledge on Computer Science concepts. By way of illustration, the authors introduce a game prototype currently being developed to combine a puzzle solving game-play that uses Computer Science concepts as the game elements.


Fachsprache ◽  
2017 ◽  
Vol 33 (3-4) ◽  
pp. 187-204
Author(s):  
Nina Janich ◽  
Ekaterina Zakharova

goal of the present discourse analysis is to report on the initial results of a DFG project on communication in interdisciplinary projects. Based on a case study, the following questions were investigated: 1) at what times or phases of a project communication problems occur, 2) what kinds of problems occur as a result of knowledge asymmetries, and 3) which interactive and discourse roles do participants take on when facing such problems? Three main conclusions can be drawn from the findings; first, that linguistic-communicative problems occurring in interdisciplinary projects are not simply a result of attempts to find a “common language”, but are grounded in issues of contextual, methodological, organisitory, and socio-pragmatic agreements. Second, these communication problems arise during the initial, preparatory phases of a project, earlier than social scientific process models suggest, i. e. as early as the writing and submission of the project proposal, as opposed to when the project work actually begins. Third, that these problems, induced by the inevitable presence of knowledge asymmetries among participants, must be resolved not only through active and consistent meta-communication, but also through meta-meta-communication. Evidence for these findings was gathered by means of interviews with project participants in which they reflected on the phase of jointly writing their project proposal from the perspective of their respective disciplines.


2021 ◽  
Vol 11 (2) ◽  
pp. 46
Author(s):  
Maki K. Habib ◽  
Fusaomi Nagata ◽  
Keigo Watanabe

The development of experiential learning methodologies is gaining attention, due to its contributions to enhancing education quality. It focuses on developing competencies, and build-up added values, such as creative and critical thinking skills, with the aim of improving the quality of learning. The interdisciplinary mechatronics field accommodates a coherent interactive concurrent design process that facilitates innovation and develops the desired skills by adopting experiential learning approaches. This educational learning process is motivated by implementation, assessment, and reflections. This requires synergizing cognition, perception, and behavior with experience sharing and evaluation. Furthermore, it is supported by knowledge accumulation. The learning process with active student’s engagement (participation and investigation) is integrated with experimental systems that are developed to facilitate experiential learning supported by properly designed lectures, laboratory experiments, and integrated with course projects. This paper aims to enhance education, learning quality, and contribute to the learning process, while stimulating creative and critical thinking skills. The paper has adopted a student-centered learning approach and focuses on developing training tools to improve the hands-on experience and integrate it with project-based learning. The developed experimental systems have their learning indicators where students acquire knowledge and learn the target skills through involvement in the process. This is inspired by collaborative knowledge sharing, brainstorming, and interactive discussions. The learning outcomes from lectures and laboratory experiments are synergized with the project-based learning approach to yield the desired promising results and exhibit the value of learning. The effectiveness of the developed experimental systems along with the adopted project-based learning approach is demonstrated and evaluated during laboratory sessions supporting different courses at Sanyo-Onoda City University, Yamaguchi, Japan, and at the American University in Cairo.


2021 ◽  
pp. 004723952110188
Author(s):  
Ali Battal ◽  
Gülgün Afacan Adanır ◽  
Yasemin Gülbahar

The computer science (CS) unplugged approach intends to teach CS concepts and computational thinking skills without employing any digital tools. The current study conducted a systematic literature review to analyze research studies that conducted investigations related to implementations of CS unplugged activities. A systematic review procedure was developed and applied to detect and subsequently review relevant research studies published from 2010 to 2019. It was found that 55 research studies (17 articles + 38 conference proceedings) satisfied the inclusion criteria for the analysis. These research studies were then examined with regard to their demographic characteristics, research methodologies, research results, and main findings. It was found that the unplugged approach was realized and utilized differently among researchers. The majority of the studies used the CS unplugged term when referring to “paper–pencil activities,” “problem solving,” “storytelling,” “games,” “tangible programming,” and even “robotics.”


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