400 research outputs found

    Robotics as a Means of Increasing Student Achievement in Middle School Science

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    This study reports on the effectiveness of a Robotics engineering curriculum in increasing the middle school students‘ achievement in science and math. Specifically, it aimed to find out if the students taking the robotics class performed significantly higher in science and math than a control group. The research examined and compared the scores in a pre and posttest and the normalized learning gains of students taking robotics in addition to their regular science and math versus those who are taking science and math only. Although this study showed that there is no significant difference in the science achievement scores of students between the experimental and control group, gender was identified an as important factor that affects the learning outcomes in a Robotics class. Further analyses also showed that despite the fact that students used general math ideas as they engage in the problem solving process during robotics-driven activities, their knowledge of math is no different from those who are not taking robotics

    Tangible user interfaces and social interaction in children with autism

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    Tangible User Interfaces (TUIs) offer the potential for new modes of social interaction for children with Autism Spectrum Conditions (ASC). Familiar objects that are embedded with digital technology may help children with autism understand the actions of others by providing feedback that is logical and predictable. Objects that move, playback sound or create sound – thus repeating programmed effects – offer an exciting way for children to investigate objects and their effects. This thesis presents three studies of children with autism interacting with objects augmented with digital technology. Study one looked at Topobo, a construction toy augmented with kinetic memory. Children played with Topobo in groups of three of either Typically Developing (TD) or ASC children. The children were given a construction task, and were also allowed to play with the construction sets with no task. Topobo in the task condition showed an overall significant effect for more onlooker, cooperative, parallel, and less solitary behaviour. For ASC children significantly less solitary and more parallel behaviour was recorded than other play states. In study two, an Augmented Knights Castle (AKC) playset was presented to children with ASC. The task condition was extended to allow children to configure the playset with sound. A significant effect in a small sample was found for configuration of the AKC, leading to less solitary behaviour, and more cooperative behaviour. Compared to non-digital play, the AKC showed reduction of solitary behaviour because of augmentation. Qualitative analysis showed further differences in learning phase, user content, behaviour oriented to other children, and system responsiveness. Tangible musical blocks (‘d-touch’) in study three focused on the task. TD and ASC children were presented with a guided/non-guided task in pairs, to isolate effects of augmentation. Significant effects were found for an increase in cooperative symbolic play in the guided condition, and more solitary functional play was found in the unguided condition. Qualitative analysis highlighted differences in understanding blocks and block representation, exploratory and expressive play, understanding of shared space and understanding of the system. These studies suggest that the structure of the task conducted with TUIs may be an important factor for children’s use. When the task is undefined, play tends to lose structure and the benefits of TUIs decline. Tangible technology needs to be used in an appropriately structured manner with close coupling (the distance between digital housing and digital effect), and works best when objects are presented in familiar form

    A Case Study: Motivational Attributes of 4-H participants engaged in Robotics

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    Robotics has gained a great deal of popularity across the United States as a means to engage youth in science, technology, engineering, and math. Understanding what motivates youth and adults to participate in a robotics project is critical to understanding how to engage others. By developing a robotics program built on a proper understanding of the motivational influences, the program can be built on a foundation that addresses these influences. By engaging more youth in the robotics program, they will be able to envision a future for themselves as a high-school or college graduate, in addition to a viable employee with marketable skills in tough economy. The purpose of this research was to evaluate the underlying motivational attributes or factors that influenced 4-H youth, parents, volunteers, and agents to participate in the Mississippi 4-H robotics project. Specifically, this research focuses on two unique counties in Mississippi with very diverse populations. Interviews with participants, observation, and document analysis which took place occurred over the course of a robotics year – October to July. This study sought to identify motivational attributes of participants in the robotics project. Once identified these attributes could be used when developing new program curricula or expanding into new counties in Mississippi. Data analysis revealed that there are many unique motivational factors that influence participants. Among these factors, (1) the desire to build and construct a robot, (2) competition and recognition, (3) desire for future success and security, (4) safe place to participate and build relationships, (5) teamwork, (6) positive role models, and (7) encouragement

    Using Project Based Learning to Engage Third -Fifth Grade Students in Robotics Education

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    Includes bibliographical references (pages 36-40)The purpose of this graduate project was to examine the engagement of third through fifth grade students using Lego?? robotics as the catalyst in project based learning. Robotics educations has been on the rise in the last 10 years, but in the elementary schools it has been the driving force for many teachers on how to engage students in todays??? technological advances. Using project based learning and Lego?? robotics creates an engaging environment for students and teachers to cover Common Core States Standards along with the Next Generation Science Standards. This project was created to help guide teachers, administrators and after school counselors with the materials and resources needed in order to start a robotics program at their own location

    Self-determined teacher learning in a digital context fundamental change in thinking and practice

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    “Self-determined Teacher Learning in a Digital Context” reports on a longitudinal study of teacher empowerment through Constructionist learning about computational technologies and learning about learning itself. The study includes but looks beyond how teachers engage with technology, to how they redefine their own understandings o f learning as they use technology in working alongside their students. The teachers’ emerging self-reflective practice enables them to better understand the multifaceted structure of the learning situation and their own relations to its social, cognitive, and affective aspects. The “Empowering Minds” study also addresses how teachers can become critical judges o f technologies, in order to define for themselves and suggest for others what being digital can mean in learning. These processes have the potential to change educational strategies on personal, community and national scales. How teachers understand learning and how we conceptualise teacher learning will directly affect future generations’ potentials. Teachers grapple with epistemological issues in designing and developing environments around new protean materials that enable each person’s construction of ideas and expression of self. Learning theory becomes less abstract and more meaningful as teachers create a language for talking among themselves about learning. The resulting concrĂ©tisation of learning processes becomes possible through anchoring the learning with and about technologies in the teachers’ everyday reality o f the classroom. Teachers become empowered to use their own practice as “an object-to-thinkwith” in the Papertian sense. By externalising and examining their understandings of learning, they experiment with and ultimately transform their teaching practice, their relationships with their students, and their understandings of their role as teachers. Constructionists have been challenged to demonstrate that their assertions about education work. The approach described here is a compelling response. Furthermore its continuance among the original participants and its extension to a variety o f new initiatives demonstrate both sustainability and scalability

    Exciting Young Students In Grades K-8 About STEM Through An Afterschool Robotics Challenge

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    In this paper, we describe the successful implementation of an afterschool LEGO robotics program for elementary and middle school students that is annually offered by the Whitacre College of Engineering at Texas Tech University. Three events are held on campus: the kickoff, a trial run, and the competition, spread over a period of eight weeks. In between the events, participants design their LEGO robots at the school, mostly during afterschool clubs. Through our program, we broaden the participation in hands-on robotics tasks which apply STEM concepts to groups that otherwise might not have the opportunity. Success factors of our implementation are the flexibility of the implementation at the local level, the inclusion of engineering students as mentors and volunteers, and the low cost for organizers and participants. We provide evidence that we have reached a diverse student population in grades K-8 and positively changed their attitudes toward STEM, then we report the benefits that teachers see in regular participation in the event. Finally, we describe the benefit of involving engineering undergraduate students as mentors and volunteers.

    Embedded systems for computational garment design

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.Includes bibliographical references (leaves [109]-111).In an age where identity is increasingly fluid and multifaceted, the static clothing and unresponsive materials we wear are often an insufficient means of expression. Clothing designers want to create systems of clothing that react, collect information, and enrich our interactions with spaces and people; however, technical barriers inhibit designers interested in building computational garments. Designers need a tool that is attainable and usable in order to successfully work in the field of computational garment design. This thesis introduces a powerful, intuitive tool named Zuf which provides a new approach to control embedded devices using fuzzy logic. Zuf is a prototyping and simulation environment for programming and testing embedded devices. Users write code by establishing simple, natural language rules. The rules are translated into fuzzy algorithms which run on the devices. Zuf enables fashion designers to think abstractly about computation as a medium.Megan Lee Galbraith.S.M

    A Systematic Review of Studies on Educational Robotics

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    There has been a steady increase in the number of studies investigating educational robotics and its impact on academic and social skills of young learners. Educational robots are used both in and out of school environments to enhance K–12 students’ interest, engagement, and academic achievement in various fields of STEM education. Some prior studies show evidence for the general benefits of educational robotics as being effective in providing impactful learning experiences. However, there appears to be a need to determine the specific benefits which have been achieved through robotics implementation in K–12 formal and informal learning settings. In this study, we present a systematic review of the literature on K–12 educational robotics. Based on our review process with specific inclusion and exclusion criteria, and a repeatable method of systematic review, we found 147 studies published from the years 2000 to 2018. We classified these studies under five themes: (1) general effectiveness of educational robotics; (2) students’ learning and transfer skills; (3) creativity and motivation; (4) diversity and broadening participation; and (5) teachers’ professional development. The study outlines the research questions, presents the synthesis of literature, and discusses findings across themes. It also provides guidelines for educators, practitioners, and researchers in areas of educational robotics and STEM education, and presents dimensions of future research
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