9 research outputs found

    Engaging students with profound and multiple disabilities using humanoid robots

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    Engagement is the single best predictor of successful learning for children with intellectual disabilities yet achieving engagement with pupils who have profound or multiple disabilities (PMD) presents a challenge to educators. Robots have been used to engage children with autism but are they effective with pupils whose disabilities limit their ability to control other technology? Learning objectives were identified for eleven pupils with PMD and a humanoid robot was programmed to enable teachers to use it to help pupils achieve these objectives. These changes were evaluated with a series of eleven case studies where teacher-pupil dyads were observed during four planned video recorded sessions. Engagement was rated in a classroom setting and during the last session with the robot. Video recordings were analysed for duration of engagement and teacher assistance and number of goals achieved. Rated engagement was significantly higher with the robot than in the classroom. Observations of engagement, assistance and goal achievement remained at the same level throughout the sessions suggesting no reduction in the novelty factor

    Engaging students with profound and multiple disabilities using humanoid robots

    Get PDF
    Engagement is the single best predictor of successful learning for children with intellectual disabilities yet achieving engagement with pupils who have profound or multiple disabilities (PMD) presents a challenge to educators. Robots have been used to engage children with autism but are they effective with pupils whose disabilities limit their ability to control other technology? Learning objectives were identified for eleven pupils with PMD and a humanoid robot was programmed to enable teachers to use it to help pupils achieve these objectives. These changes were evaluated with a series of eleven case studies where teacher-pupil dyads were observed during four planned video recorded sessions. Engagement was rated in a classroom setting and during the last session with the robot. Video recordings were analysed for duration of engagement and teacher assistance and number of goals achieved. Rated engagement was significantly higher with the robot than in the classroom. Observations of engagement, assistance and goal achievement remained at the same level throughout the sessions suggesting no reduction in the novelty factor

    Efectos de la Robótica Social en la Memoria Episódica de Niños con Discapacidad Intelectual

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    Episodic memory is crucial to develop complex cognitive abilities like learning or reasoning, and non-complex cognitive abilities like calling the name of someone or remembering an appointment. It is known that an intellectual disability implies a deficit over tasks related to episodic memory, however, in the literature, there is no approach to stimulate episodic memory in children with intellectual disabilities. Because interactions with social robots have generated positive effects in children with intellectual disabilities, we propose an approach composed of three training sessions based on social robotics. In this paper, we present an exploratory study to know the effects of our approach on episodic memory in children with intellectual disabilities. The results have shown that our approach can enhance episodic memory in these children when they interact with interest and improve their performance in session

    Robots in special education: reasons for low uptake

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    Purpose: This paper identifies the main reasons for low uptake of robots in Special Education, obtained from an analysis of previous studies that used robots in the area, and from interviewing Special Education teachers about the topic. Design/methodology/approach: An analysis of 18 studies that used robots in Special Education was performed, and the conclusions were complemented and compared with the feedback from interviewing 13 Special Education teachers from Spain and UK about the reasons they believed caused the low uptake of robots in Special Education classrooms. Findings: Five main reasons why Special Education schools do not normally use robots in their classrooms were identified: the inability to acquire the system due to its price or availability; its difficulty of use; the low range of activities offered; the limited ways of interaction offered; and the inability to use different robots with the same software. Originality/value: Previous studies focused on exploring the advantages of using robots to help children with Autistic Spectrum Conditions and Learning Disabilities. This study takes a step further and looks into the reasons why, despite the benefits shown, robots are rarely used in real-life settings after the relevant study ends. The authors also present a potential solution to the issues found: involving end users in the design and development of new systems using a user-centred design approach for all the components, including methods of interaction, learning activities, and the most suitable type of robots

    Nonlinear Storytelling Approach to Developing Computational Thinking Skills

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    Current methods for developing computational thinking skills usually have a technical and programming-centric approach and are not suitable for all people. In this research, the use of nonlinear storytelling as an educational method was examined. The specific interest was to analyze its relationship with the concept of computational thinking and to investigate if nonlinear storytelling can be used as a low-threshold method for teaching fundamental computational thinking skills. This research situates itself in computer science education. It consists of four independent studies. Study I investigates how nonlinear storytelling can be integrated into an adult education course for developing basic information technology skills. Special attention was given to understanding the role of storytelling in the process. The result of this study was a method that integrates nonlinear storytelling into educational game development. Study II studied the relationship between nonlinear stories and computational thinking by examining how typical computer programs are implemented using stories. The study shows that nonlinear stories are best suited for implementing finite state machine programs and programs that include interaction. The natural character of applicability indicates that nonlinear storytelling can improve students’ readiness for learning programming skills. In study III, experiences and observations made at the end of the aforementioned adult education course are reported. The technical quality of the stories collected (N = 14) was investigated and common challenges in the storytelling process such as understanding hyperlinking and its purpose in gamification were identified. In this study, a practical classification for storytelling software and metrics for analyzing stories were developed. Finally, study IV focused on investigating whether the concept of computational thinking allows broader interpretations compared to how it is traditionally used. The concept of computational thinking was explored by using the Extended Mind thesis by Clark and Chalmers. Analysis showed that it is reasonable to expand the concept beyond the traditional computer programming-based interpretation.Nykyiset menetelmät algoritmisen ajattelun opetuksessa ovat usein teknisiä ja ohjelmointikeskeisiä eivätkä ne sovi kaikille kohderyhmille. Tässä työssä selvitettiin epälineaaristen tarinoiden käyttöä opetuksessa. Erityinen kiinnostuksen kohde oli se, mikä on epälineaaristen tarinoiden suhde algoritmiseen ajatteluun ja voiko epälineaarisia tarinoita käyttää matalan kynnyksen menetelmänä algoritmisen ajattelun harjoittamiseen. Tämä tutkimus sijoittuu tietotekniikan opetuksen alalle. Työ koostuu neljästä osatutkimuksesta. Osatutkimuksessa I tutkittiin, miten epälineaarinen tarinankerronta voidaan ottaa osaksi tietotekniikkavalmiuksia kehittävää aikuiskoulutusta. Tutkimuksen tuloksena syntyi menetelmä, joka yhdistää epälineaarisen tarinankerronnan pelinkehitykseen. Osatutkimuksessa II tutkittiin epälineaaristen tarinoiden suhdetta algoritmiseen ajatteluun selvittämällä tyypillisten tietokoneohjelmien toteutuksia. Toteutuksista kävi ilmi, että epälineaariset tarinat sopivat erityisesti äärellisillä automaateilla esitettävissä olevien ohjelmien sekä interaktiivisten ohjelmien toteuttamiseen. Tarinallisten toteutusten luontevuus osoitti, että tarinoiden avulla voidaan harjoittaa opiskelijoiden ohjelmointivalmiuksia. Osatutkimuksessa III raportoitiin edellä mainitun tietotekniikkavalmiuksia kehittävän aikuiskoulutuksen aikana tehtyjä havaintoja ja saatuja kokemuksia hankkeen loputtua. Erityisesti selvitettiin hankkeessa kerättyjen tarinoiden (N = 14) teknistä laatua sekä yleisimpiä ongelmia hyperlinkkien toiminnan sekä pelillisen merkityksen ymmärtäminen kanssa. Osatutkimuksessa IV selvitettiin, miten algoritmisen ajattelun käsitettä voidaan tulkita sen perinteistä tulkintaa laajemmin. Problematiikkaa lähestyttiin Clarkin ja Chalmersin laajennetun mielen hypoteesia käyttäen. Epälineaaristen tarinoiden yhteyttä algoritmiseen ajatteluun ei ole tutkittu aiemmin, joten aihe on uusi. Tämän tutkimuksen perusteella epälineaarista tarinankerrontaa voidaan soveltaa algoritmisen ajattelun harjoittamiseen. Uudenlainen lähestymistapa kuitenkin haastaa algoritmisen ajattelun käsitteen, joka on perinteisesti ymmärretty ohjelmoinnin kautta
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