7 research outputs found
Exploring the Features of Educational Robotics and STEM Research in Primary Education: A Systematic Literature Review
STEM education programs with educational robotics are frequently used in formal or informal education, with participants ranging from kindergarten children up to university students. The widespread implementation of these programs in schools and the growing interest of researchers in the field has led several authors/researchers to review and summarize the characteristics of STEM research. However, the literature on the features of STEM research in primary education (kindergarten and primary school) is limited. Therefore, this article is a systematic literature review that tries to enrich the STEM agenda by answering the questions: (a) which study designs are commonly used in STEM interventions, (b) what the characteristics of the sample are (number/age of the students), (c) which equipment and user interfaces (tangible/graphical) are used, and (d) what are the characteristics of the studies (duration, intervention objectives, activities) and how studies’ data were recorded. For this review, 36 out of 337 articles were analyzed and emerged from eight databases, three search-keywords and six exclusion criteria. The examination of the reviewed articles showed, inter alia, that non-experimental design is usually used, that in half of the cases written evaluations are used and the sample size is almost equal between girls and boys. Finally, long-term research is restricted, therefore it is not safe to generalize the findings of these studies
Exploring Students’ Hands-On Performance, Attitudes, and Usability with Arduino Modular Boards
Utilizing Arduino development boards for learning microcontroller circuits is a prevalent practice across various educational levels. Nevertheless, the literature offers limited insights into the impact of these boards on student performance and attitudes. Therefore, this paper aims to investigate the performance of 58 university students in learning microcontroller circuits with modular boards designed for Arduino through a series of 4 exercises. Specifically, students’ performance is assessed through pre-tests and post-tests, in three learning units: (a) microcontroller, (b) coding, and (c) circuit. Additionally, the study captures students’ attitudes and measures their perceived usability of modular boards. For this purpose, the students completed a specially designed attitude questionnaire and the system usability scale (SUS) questionnaire. Statistical analysis is conducted using t-tests, ANOVA, and ANCOVA, along with bootstrapping. The findings reveal statistically significant differences between pre-tests and post-tests in all cases. Among the three learning units, the use of modular boards appears to have the most significant impact on coding. Based on students’ responses, the SUS results indicate that modular boards appear to be a quite usable approach for teaching microcontrollers. Finally, students generally express positive attitudes toward modular boards
Exploring the Features of Educational Robotics and STEM Research in Primary Education: A Systematic Literature Review
STEM education programs with educational robotics are frequently used in formal or informal education, with participants ranging from kindergarten children up to university students. The widespread implementation of these programs in schools and the growing interest of researchers in the field has led several authors/researchers to review and summarize the characteristics of STEM research. However, the literature on the features of STEM research in primary education (kindergarten and primary school) is limited. Therefore, this article is a systematic literature review that tries to enrich the STEM agenda by answering the questions: (a) which study designs are commonly used in STEM interventions, (b) what the characteristics of the sample are (number/age of the students), (c) which equipment and user interfaces (tangible/graphical) are used, and (d) what are the characteristics of the studies (duration, intervention objectives, activities) and how studies’ data were recorded. For this review, 36 out of 337 articles were analyzed and emerged from eight databases, three search-keywords and six exclusion criteria. The examination of the reviewed articles showed, inter alia, that non-experimental design is usually used, that in half of the cases written evaluations are used and the sample size is almost equal between girls and boys. Finally, long-term research is restricted, therefore it is not safe to generalize the findings of these studies
Augmented Reality Applications for Learning Geography in Primary Education
Augmented Reality is an emerging educational technology that has the potential to provide innovative methods of teaching and create engaging learning experiences. Augmented Reality applications implementing game-based design could enrich education by increasing motivation and engagement and enabling better learning outcomes. Similarly, Augmented Reality, in the context of Geography, could enhance the learning process and the user experience through the visualization of the content and a better understanding of abstract concepts. Therefore, in this study, (a) three specially designed Augmented Reality applications are described for teaching Geography in the fifth and sixth grades, and (b) an extensive usability evaluation study is reported using the three applications. Teachers (N = 6) and pupils (N = 43) from the fifth and sixth grades, as well as computer science students (N = 43) participated to assess the usability of the proposed Augmented Reality apps. The results were positive since the proposed Augmented Reality apps provided high-level usability. Finally, they revealed that there was acceptance for the Augmented Reality technology by all participants and a willingness to be incorporated into the teaching process
Augmented Reality Applications for Learning Geography in Primary Education
Augmented Reality is an emerging educational technology that has the potential to provide innovative methods of teaching and create engaging learning experiences. Augmented Reality applications implementing game-based design could enrich education by increasing motivation and engagement and enabling better learning outcomes. Similarly, Augmented Reality, in the context of Geography, could enhance the learning process and the user experience through the visualization of the content and a better understanding of abstract concepts. Therefore, in this study, (a) three specially designed Augmented Reality applications are described for teaching Geography in the fifth and sixth grades, and (b) an extensive usability evaluation study is reported using the three applications. Teachers (N = 6) and pupils (N = 43) from the fifth and sixth grades, as well as computer science students (N = 43) participated to assess the usability of the proposed Augmented Reality apps. The results were positive since the proposed Augmented Reality apps provided high-level usability. Finally, they revealed that there was acceptance for the Augmented Reality technology by all participants and a willingness to be incorporated into the teaching process