Computational Thinking and Educational Robotics Integrated into Project-Based Learning
Abstract
:1. Introduction
2. Literature Review
2.1. Computational Thinking
- Sequences: When programming is very important, the activity or task is expressed as a sequence of individual steps or commands that can be performed by the computer. They must be followed gradually and in the correct order.
- Loops: A tool that allows us to run multiple sequences and run sequences indefinitely or until some condition that ends the loop is met.
- Events: An important element of other interactive components and may be used as a trigger for a sequence. As an example, we can take the start button, which can trigger music playback, change the setting or cause the movement of an object.
- Parallelism: The implementation of several sequences simultaneously. There are two types of parallelism: between sprites and within a single facility. The former means that several sequences are implemented in the same object. With the latter, if each object has a series of different actions that are triggered by the same condition—when the start button is activated in this case—parallelism is used within a sprite.
- Conditionals: This is the ability to make decisions or take actions based on certain conditions. It serves to determine the conditions under which a sequence takes place.
- Operators: Provide support for mathematical and logical expressions and strings that allow us to perform mathematical operations (addition, subtraction, division, multiplication, function, etc.) and operations with strings (grouping, a length of the string, etc.)
- Data: This involves storing, retrieving and updating values. We can use variables, assign the value of a number or string and create lists that may contain a set of numbers.
- Incremental and iterative: Designing a project is not a clean, sequential process of first identifying a concept, then developing a design plan and implementing it in code format. It is an adaptive process in which the plan can change in response to the approach when searching for a solution in small steps. This can be described as iterative cycles of imagining and constructing: developing a little, trying it out and then developing it more based on your experiences and new ideas.
- Testing and debugging: Designers must develop strategies to deal with and anticipate problems as things rarely work out as imagined. A fundamental practice of programmers is testing and debugging, techniques that were developed through trial and error, transfer of other activities or with the support of colleagues.
- Reusing and remixing: Relying on other people’s work is a long-standing practice in programming and has only been amplified by networking technologies that provide access to a wide range of other people’s projects to reuse and remix. Reusing and remixing support the development of code-reading skills and help you find ideas and code to build on, which allows you to create much more complex functions than you could have created on your own.
- Abstracting and modularizing: Constructing something large by assembling smaller pieces is an important practice for all design and problem-solving. Designers use multilevel abstraction and modularization, right from the initial work of conceptualizing the problem to translating the concept into individual sprites and stacks of code. The modularization of the behavior of the object makes it easier to assess (try/debug) the different parts of the project or problem.
- Expressing: People spend time surrounded by interactive media as simple consumers, performing activities that are important to use technology, but which are not as sufficiently developed in most people as they are in a computational thinker. A computational thinker sees computing as more than something to consume; computing is something that can be used for personal design and expression and is seen as a means to create and express one’s own ideas.
- Connecting: Creativity and learning are deeply social practices, and so designing computer media is surprisingly enriched by interactions with other people. This fact has been observed in the wide variety of ways in which individual creative practice has benefited from access to others through face-to-face or online interactions. Young developers have described the power of accessing new people, projects and perspectives through these networks, a change of perspective that is succinctly expressed as, “I can do different things when I have access to others.” Creating with other people allows them to do more than they can handle on their own, whether that occurs through answering questions on online forums, studying and mixing with others or establishing intentional partnerships and collaborations. When creating for others, you experience the value of an authentic audience. Whether it is when entertaining, equipping, involving or educating others, you may appreciate that others are getting involved and appreciate their creations.
- Questioning: Everyday life is increasingly regulated by complex technologies that most people do not understand or believe can have much influence on [48]. With the computational perspective of questioning, we look for indicators to avoid feeling this disconnection between the technologies around us and our ability to negotiate the realities of the technological world. Young developers should feel empowered to ask questions about and with technology: “I can (use computing to) ask questions to make sense of (computational aspects of) the world.” Questioning involves curiosity about that which is taken for granted, and in some cases, answering that question through design and development.
2.2. Scratch™
2.3. Project-Based Learning
3. Course Design and Methodology
3.1. Background
3.2. Educational Context
- 15 sessions to introduce block-programming platforms such as Scratch™ and LEGO® Mindstorms® as basic tools for computational thinking and educational robotics.
- Work in two groups: where activities were or were not contextualized.
- Differentiation of sessions between one group and the other.
- Definition of the contents related to programming.
- Definition of the competences to be worked on, grouped into five areas.
- Analysis of the results obtained by the two groups.
3.3. Previous Knowledge Acquired
3.4. Previous Skills Development
3.5. Methodology
3.5.1. Criteria for the Composition of Working Groups
3.5.2. Development of the Sessions
3.5.3. Methods and Tools of Analysis
4. Results
4.1. Assessment of Students’ Skills (R1)
4.2. Assessment of Computational Thinking Concepts (R2)
5. Discussion
5.1. Research Question R1
5.2. Research Question R2
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Type | Description |
---|---|
Conditional | Understand the concept of conditional structures |
Use different types of conditional structures | |
Loops | Understand the concept of a loop iteration |
Use loops within the structure of the game | |
Events (Objects) | Use various objects |
Import objects from outside of Scratch™ | |
Motion control is done in several ways | |
Use of objects follows criteria established | |
Events (Scenario or Dresses) | Use different scenarios |
Make changes to objects’ dresses | |
Parallelism | Implement several sequences in the same object Different actions for each object |
Bloc Posts | Use the blog post to give orders to objects |
Sequences (Text) | Use language structures |
Dialogues appear | |
Operators | Use variables to make a counter increase |
Use variables to make a counter decrease | |
Conditions certain actions variables | |
Events (Music/Sounds) | Use music blog |
Use varied sounds | |
Use block sound conditioning in another action |
Type | Description |
---|---|
C1 Communication | C1.1 Exchange of ideas among group members |
C1.2 Expression of ideas and debating them | |
C1.3 Demand for teacher support and benefit to project | |
C2 Collaboration and Community Building | C2.1 Helps peer group |
C2.2 Individual contributions make the group advance | |
C2.3 Different work roles/task diversity | |
C3 Context Creation | C3.1 Activity follows a designed structure |
C3.2 Analysis of errors in the process | |
C3.3 Justification of the solution | |
C3.4 Writes the process of the solution to the challenge | |
C4 Creativity | C4.1 Holds initiative to make further steps in programs |
C4.2 Use of various elements outside environment of platform | |
C4.3 Application of concepts from other disciplines | |
C5 Conduct | C5.1 Concentration activity |
C5.2 Following the rules of the classroom | |
C5.3 Responsible use of the material | |
C5.4 Behaves well with classmates and teacher | |
C5.5 Motivated to complete activity |
Computational Perspectives [47] | Competences [40,54] |
---|---|
Expressing | C1 Communication |
Questioning | C2 Collaboration and community building |
Connecting | C3 Context creation C4 Creativity |
Session(s) | Developed |
---|---|
1 | Groups of four students are formed and an explanation is given for a Scape Room. Students are asked to brainstorm a possible Scape Room. A worksheet is handed out for each group to start drawing a storyboard of the chosen Scape Room. |
2 | The storyboard is finished and a list is made of all the possible objects, characters and backgrounds needed. The students start searching within the ScratchTM platform for the objects and backgrounds that are needed; otherwise, they can search websites. |
3, 4, 5 | During these three sessions, students develop the design, and above all, the programming of their Scratch Room. They must define the complexity of their project and thus establish their learning. |
6 | An oral presentation is given on each project where students explain the operation of their Scratch Room. It is a checkpoint to improve and debug the project. In the Q&A, comments and observations are offered by the rest of the groups. |
7, 8, 9 | During these three sessions, students continue to develop their project and improve it based on the observations from the previous session. |
10 | Oral presentation, demonstration and co-evaluation of the final project. |
Competences | |||||||||
---|---|---|---|---|---|---|---|---|---|
C1 | C2 | C3 | C4 | C5 | |||||
Mean | SD | Mean | SD | Mean | SD | Mean | SD | Mean | SD |
3.22 | 0.62 | 2.98 | 0.72 | 3.17 | 0.71 | 3.19 | 0.70 | 3.98 | 0.66 |
CT Concepts | Scratch™ | |
---|---|---|
Mean | SD | |
6.36 | 0.9 |
Competences | First Year | Second Year | |||||
---|---|---|---|---|---|---|---|
First Group | Second Group | First and Second Mixed Group | |||||
Mean | SD | Mean | SD | Mean | Mean | SD | |
C1 | 2.68 | 0.50 | 3.29 | 0.69 | 2.98 | 3.22 | 0.62 |
C2 | 2.48 | 0.64 | 2.96 | 0.74 | 2.72 | 2.98 | 0.72 |
C3 | 2.25 | 0.77 | 2.64 | 0.80 | 2.45 | 3.17 | 0.71 |
C4 | 1.66 | 0.65 | 2.57 | 0.80 | 2.12 | 3.19 | 0.70 |
C5 | 3.73 | 0.86 | 3.95 | 0.77 | 3.84 | 3.98 | 0.66 |
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Valls Pou, A.; Canaleta, X.; Fonseca, D. Computational Thinking and Educational Robotics Integrated into Project-Based Learning. Sensors 2022, 22, 3746. https://doi.org/10.3390/s22103746
Valls Pou A, Canaleta X, Fonseca D. Computational Thinking and Educational Robotics Integrated into Project-Based Learning. Sensors. 2022; 22(10):3746. https://doi.org/10.3390/s22103746
Chicago/Turabian StyleValls Pou, Albert, Xavi Canaleta, and David Fonseca. 2022. "Computational Thinking and Educational Robotics Integrated into Project-Based Learning" Sensors 22, no. 10: 3746. https://doi.org/10.3390/s22103746