2017
DOI: 10.1007/978-3-319-62875-2_9
|View full text |Cite
|
Sign up to set email alerts
|

Creativity and Contextualization Activities in Educational Robotics to Improve Engineering and Computational Thinking

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

2
35
1

Year Published

2019
2019
2022
2022

Publication Types

Select...
3
3

Relationship

0
6

Authors

Journals

citations
Cited by 18 publications
(38 citation statements)
references
References 7 publications
2
35
1
Order By: Relevance
“…The average is 189.4 and the standard deviation, 368.05. Some experiments were applied to different groups with different numbers of students and several times, so they have also a high number of individuals involved [12,16,37,107]. Figure 4 shows the studies distribution by students involved.…”
Section: Mq5 How Can the Studies Be Classified Depending On The Edmentioning
confidence: 99%
See 2 more Smart Citations
“…The average is 189.4 and the standard deviation, 368.05. Some experiments were applied to different groups with different numbers of students and several times, so they have also a high number of individuals involved [12,16,37,107]. Figure 4 shows the studies distribution by students involved.…”
Section: Mq5 How Can the Studies Be Classified Depending On The Edmentioning
confidence: 99%
“…We should point out that the most popular devices were LEGO in different varieties such as LEGO NXT or LEGO MINDSTORM [35,38,66,70,86,103,107], and also, Arduino [10,42,85,92,93,96].…”
Section: Mq3mentioning
confidence: 99%
See 1 more Smart Citation
“…Nevertheless, despite being closely related and mutually beneficial, e.g., in emphasizing various CT components [7], the methods have mainly been considered in their different pairwise combinations [30,[35][36][37][38][39][40], but rarely complete [31,[41][42][43]. For example, the study of Leonard et al [31,42] looked at the potential of engaging youth in three areas: (a) robotics, (b) digital gaming, and (c) computational thinking through the use of LEGO ® robotics kits, MINDSTORMS ® software (LEGO Group, Billund, Denmark), and AgentSheets/AgentCubes object-based programming environments used for game design.…”
Section: Introductionmentioning
confidence: 99%
“…They rightfully believe that "the excitement of getting a robot to move and perform a task combined with the creativity associated with developing a game from scratch influenced this result". Whereas the work of Valls et al [41], through the use of Scratch and LEGO MINDSTORMS ® , has demonstrated creativity to be a fundamental pillar in STEAM teaching. In particular, the final results revealed that contextualized activities, art, motivation, and collaboration enabled the control group to generate more creative, complex, and varying solutions and obtain better results in the areas of competence and knowledge of technology platform in a shorter time.…”
Section: Introductionmentioning
confidence: 99%