Open Roberta – a Web Based Approach to Visually Program Real Educational Robots
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Possibilities of Simulating Robot Generations in Public Education
Possibilities of Simulating Robot Generations in Public Education ABONYI-TÓTH Andor Abstract. An important part of teaching robotics is describing different robot generations, which represent the characteristic stages of technological development. These generations are also identifiable in case of educational robots. The categories refer to the tasks and problems which can be solved with a given robot. However, the development of robot generations can also be presented to students with the help of algorithmization and coding tasks which simulate the behaviour of robots in a programming environment. These activities can prepare students to work with real educational robots or complement the activities they do with them. This article summarizes the opportunities and advantages of the simulation of robot generations, and shows a concrete example of their implementation. Keywords: Robotics, Robot Generations, Simulation, Scratch, RoboMind, VEXcode VR, Virtual Robotics Toolkit, MakeCode for LEGO MINDSTORMS Education EV3 1. Introduction When introducing students to robotics, it is worth assessing the existing knowledge children have about the topic. For that, first we have to define the equipment which children perceive as robots. It can be done in a brainstorming session when we collect the robots they know of and mention some tasks those robots can perform. [1] In these sessions, students often mention everyday objects (e.g. robot vacuum cleaners, robot lawn mowers, humanoid toy robots, industrial robots in an assembly plant, etc.) and fictional robots existing only in films and books (e.g. shape-shifting robots, doctor robots, combat robots). Of course, it is worth clarifying which robots actually exist, and which aspects of fictional robots are rooted in reality. -
Robot Block-Based Programming
Robot Block-Based Programming Teaching children how to program an interactive robot using a block-based programming language Robin van der Wal Jannelie de Vries Luka Miljak Marcel Kuipers Bachelor's Thesis Computer Science Delft University of Technology 1 This report is under embargo from July 2017 until February 2018 Delft University of Technology Bachelor end project Robot Block-based Programming Final Report Authors: Robin van der Wal Luka Miljak Jannelie de Vries Marcel Kuipers July 5, 2017 Bachelor Project Committee Coach name: Koen Hindriks Client name: Joost Broekens Cordinator name: Ir. O.W. Visser Abstract Robots play an increasingly large role in society and some material already exists that allows children to program robots in elementary school. However, this material often neglects the interactive capabilities of modern robots. The aim of this project is to teach children how to write interactive programs for a robot. For this purpose, a NAO robot is used, which is a humanoid robot with advanced features. Children can use a web interface to create programs in a Block-Based Programming Language, which is then sent and processed by the robot in an intelligent manner, using an agent-based sys- tem. Over the course of ten weeks, based on research done in the first two weeks, a web interface and an intelligent agent were developed. The BlocklyKids lan- guage implements many concepts you would expect from a programming lan- guage. Using these concepts, children can solve exercises that are presented to them in the web interface. Testing BlocklyKids in the classroom helped in the development of the product. -
CAIS Author Template
Indonesian Journal of Informatics Education Research Paper ISSN: 2549-0389 The Use of Robomind Application in Problem Based Learning Model to Enhance Student’s Understanding in the Conceptual Programming Algorithm Anggun Nofitasari Informatics Education Department, Faculty of Teacher Training and Education, Sebelas Maret University [email protected] Rosihan Ari Yuana Dwi Maryono Informatics Education Department,Faculty of Teacher Informatics Education Department, Faculty of Teacher Training and Education,Sebelas Maret University Training and Education,Sebelas Maret University Abstract: The purpose of this research was to improve understanding of basic programming algorithms concept of class X TKJ 1 SMK N 1 Banyudono on Basic Programming lesson using robomind application through Problem Based Learning model. This research was a Classroom Action Research, with research subjects were 33 students of class X TKJ 1 SMK N 1 Banyudono. This research was started by identifying the problems occured in the classroom. Then, we designed actions to solve the problem in a cycle of actions. In this research, the actions were done in two cycles. Each cycle consists of planning, implementation, observation and reflection. Data was collected by observation of the learning activities in the classroom and comprehension tests after each cycle. Analysis of the data was performed using quantitative and qualitative analysis interactive technique. The results showed that the implementation of the Problem Based Learning model using media assistance robomind applications could enhance students' understanding of the program algorithm. It is shown by the completeness of comprehension tests on pre-cycle 37.5%, 44.8% in the first cycle, and 93.3% in the second cycle. -
Scratch, Blocky & Co., Blocksysteme Zum Programmieren
Notizen Lothar Griess • 26. Mai 2018 Scratch, Blocky & Co., Blocksysteme zum Programmieren Scratch-Alternativen, … https://wiki.scratch.mit.edu/wiki/Alternatives_to_Scratch HTML5 als Grundlage wär besser, die Zukunft von Flash ist unklar. Liste der Modifikationen ... https://scratch-dach.info/wiki/Liste_der_Modifikationen Enchanting (Scratch Modifikation) ... https://scratch-dach.info/wiki/Enchanting_(Scratch_Modifikation) Beetle Blocks ist wie Scratch oder BlocksCAD für 3D-Grafiken... https://scratch-dach.info/wiki/Beetle_Blocks Beetle Blocks GitHub Repository ... https://github.com/ericrosenbaum/BeetleBlocks Beetle Blocks (3D-Design), … http://beetleblocks.com/ Mod Share … z.B.: Supported Scratch-Modifications … https://wiki.scratch.mit.edu/wiki/Mod_Share Scratch … https://wiki.scratch.mit.edu/wiki/Scratch Snap … https://wiki.scratch.mit.edu/wiki/Snap_(Scratch_Modification) Bingo … https://wiki.scratch.mit.edu/wiki/Bingo_(Scratch_Modification) Panther … https://wiki.scratch.mit.edu/wiki/Panther_(Scratch_Modification) Insanity … https://wiki.scratch.mit.edu/wiki/Insanity_(Scratch_Modification) … weitere: Stack, Kitcat, Ghost, Streak • • • Blockly is used by hundreds of projects, most of them educational: ... https://developers.google.com/blockly/ Blockly, RoboBlockly, ... https://code.org/learn Google Education, 1 Stunde, ... https://hourofcode.com/blockly Got PCs with slow (or non-existent) internet access? Download the Blockly tutorials that were the precursor of the Code.org tutorials - a single 3MB ZIP file can be loaded onto any computer or used off a memory stick Blockly Games … https://blockly-games.appspot.com/ App Inventor … http://appinventor.mit.edu/explore/ Code (div.) … https://code.org/ Ozo Blockly (Mini-Roboter) - Ozobot Bit robot using the OzoBlockly editor. … http://ozoblockly.com/ micro:bit (Raspberrs Pi, MicroPython) … http://microbit.org/ BlocklyProp … www.parallax.com/product/program-blocklyprop wonder workshop (dash-Roboter) … www.makewonder.de Robertar, NEPO (div.) … https://lab.open-roberta.org// Made w/ Code (div. -
A Survey on the Design Space of End-User-Oriented Languages for Specifying Robotic Missions
A survey on the design space of end-user-oriented languages for specifying robotic missions Downloaded from: https://research.chalmers.se, 2021-10-01 12:30 UTC Citation for the original published paper (version of record): Swaib, D., Berger, T., Menghi, C. et al (2021) A survey on the design space of end-user-oriented languages for specifying robotic missions Software and Systems Modeling, 20(4): 1123-1158 http://dx.doi.org/10.1007/s10270-020-00854-x N.B. When citing this work, cite the original published paper. research.chalmers.se offers the possibility of retrieving research publications produced at Chalmers University of Technology. It covers all kind of research output: articles, dissertations, conference papers, reports etc. since 2004. research.chalmers.se is administrated and maintained by Chalmers Library (article starts on next page) Software and Systems Modeling https://doi.org/10.1007/s10270-020-00854-x REGULAR PAPER A survey on the design space of end-user-oriented languages for specifying robotic missions Swaib Dragule1,2 · Thorsten Berger1,3 · Claudio Menghi4 · Patrizio Pelliccione1,5 Received: 23 November 2019 / Revised: 2 September 2020 / Accepted: 27 October 2020 © The Author(s) 2021 Abstract Mobile robots are becoming increasingly important in society. Fulfilling complex missions in different contexts and envi- ronments, robots are promising instruments to support our everyday live. As such, the task of defining the robot’s mission is moving from professional developers and roboticists to the end-users. However, with the current state-of-the-art, defining missions is non-trivial and typically requires dedicated programming skills. Since end-users usually lack such skills, many commercial robots are nowadays equipped with environments and domain-specific languages tailored for end-users. -
Teaching Saudi Children How to Code
INTERNATIONAL JOURNAL OF EDUCATIONAL TECHNOLOGY Meccawy, M. (2017). Raising a programmer: Teaching Saudi children how to Code. International Journal of Educational Technology, 4(2), 56-65. OPEN IJET Original Paper ACCESS Journal homepage: http://educationaltechnology.net/ijet/ Raising a programmer: Teaching Saudi children how to code Maram Meccawy* Faculty of Computer Science & Information Technology, King Abdulaziz University, Saudi Arabia KEYWORDS A B S T R A C T Programming Teaching computer coding to children from a young age provides with them a Arab children competitive advantage for the future in a continually changing workplace. Programming IT strengthens logical and critical thinking as well as problem solving skills, which lead to Software creative solutions for today’s problems. The Little Programmer is an application for E-learning mobile devices that introduces the basic programming concepts to Arab children aged Mobile learning (8-12) years. It aims to develop a sense of coding and its importance among those Visualization children. User trials results showed that the application was helpful and allowed its users Interactive interface to identify the concepts of computer programming with immense curiosity. Moreover, it showed that linking difficult or newer concepts to familiar entities and objects through visualization can facilitate the learner to grasp innovative knowledge. Introduction Technology has enforced a great influence on the daily practices. Many individuals utilize various technologies to improve their lifestyle. IT specialists employ functional tools for performing differential activities efficiently. The basic aim of this study is to identify the awareness level of computer programming among youngsters in Saudi Arabia. Individuals, who are sanctified with creative ideas and possess the necessary technical skills to transform their ideas into reality, have made a great fortune over the last two decades in the IT industry. -
Minibloq.V0.81.Beta.Usermanual.SP.20120522
Minibloq.v0.81.Beta.UserManual.SP.20120522 | Minibloq v0.81.Beta Manual del usuario Minibloq.v0.81.Beta.UserManual.SP.20120522 A u t o r Julián U. da Silva Gillig Copyright y licencias Copyright (c) 2011-2012 Julián U. da Silva Gillig. Todos los derechos reservados. http://minibloq.org Este documento se distribuye bajo la licencia RobotGroup-Multiplo Pacifist License (RMPL), ya sea en la versión 1.0 de la licencia, o (a criterio del usuario) cualquier versión posterior. La última versión de esta licencia se puede descargar de http://minibloq.org. Marcas / Trademarks Atmel® and AVR® are registered trademarks or trademarks of Atmel Corporation or its subsidiaries, in the US and/or other countries." ARM® is a trademark of ARM Limited. RobotGroup® es una marca registrada de Mónica J. Paves Palacios. robótica para la acción® es una marca registrada de Mónica J. Paves Palacios. Multiplo® es una marca registrada de Mónica J. Paves Palacios y Julián U. da Silva Gillig. Windows® is a registered trademark of Microsoft Corporation in the United States and other countries. ArduinoTM is a registered trademak of the Arduino Team (http://arduino.cc). Otros productos, nombres de firmas o empresas, marcas o "brand names" son marcas registradas o "trademarks" de sus respectivos propietarios. Cualquier omisión es no intencional. Descargo de responsabilidad / Disclaimer Los autores hacen el mayor esfuerzo posible por garantizar la exactitud de la información presentada en este documento. Sin embargo, los autores no se responsabilizan por los errores o las inexactitudes que puedan aparecer en el mismo. La información contenida en este documento está sujeta a cambios sin previo aviso. -
“Hour of Code”: a Case Study
Information Systems Education Journal (ISEDJ) 16 (1) ISSN: 1545-679X February 2018 __________________________________________________________________________________________________________________________ “Hour of Code”: A Case Study Jie Du [email protected] Grand Valley State University Allendale, MI, 49401, USA Hayden Wimmer [email protected] Georgia Southern University Statesboro, GA, 30460, USA Roy Rada [email protected] University of Maryland Baltimore County Baltimore, MD, 21250, USA Abstract This study investigates the delivery of the “Hour of Code” tutorials to college students. The college students who participated in this study were surveyed about their opinion of the Hour of Code. First, the students’ comments were discussed. Next, a content analysis of the offered tutorials highlights their reliance on visual programming in stylized languages with continual feedback in gaming contexts. Difficulties in delivery stem in part from the poor organization of tutorials from Code.org which makes it difficult to locate suitable tutorials. Based on the analysis of the students’ comments and the content analysis of the “Hour of Code” tutorials, the authors suggest that a deeper alignment of marketing, teaching organizations, and content providers would help sustain the type of initiative exemplified by the Hour of Code. Keywords: Advocacy, Hour of Code, code.org, online tutorials, introductory computer programming, survey, literature review. 1. INTRODUCTION year-round funding (Crutchfield et al., 2011). Such conclusions about historical continuity, Much has been written about efforts to spread personnel training, and funding have been re- computer science education. The difficulties that discovered time and again as crucial to education. students face in learning to program have been Many other pre-conditions for a successful studied by Kinnunen and Simon (2012). -
A Study on the Suitability of Visual Languages for Non-Expert Robot Programmers
Received November 25, 2018, accepted January 23, 2019, date of publication January 29, 2019, date of current version February 14, 2019. Digital Object Identifier 10.1109/ACCESS.2019.2895913 A Study on the Suitability of Visual Languages for Non-Expert Robot Programmers JOSÉ MARÍA RODRÍGUEZ CORRAL 1, IVÁN RUÍZ-RUBE 1, ANTÓN CIVIT BALCELLS2, JOSÉ MIGUEL MOTA-MACÍAS1, ARTURO MORGADO-ESTÉVEZ1, AND JUAN MANUEL DODERO 1 1School of Engineering, University of Cádiz, 11519 Cádiz, Spain 2Technical School of Computer Engineering, University of Seville, 41012 Seville, Spain Corresponding author: José María Rodríguez Corral ([email protected]) This work was supported by the Spanish National Research Agency (AEI), under developed in the framework of the VISAIGLE Project with ERDF funds under Grant TIN2017-85797-R. ABSTRACT A visual programming language allows users and developers to create programs by manipulat- ing program elements graphically. Several studies have shown the benefits of visual languages for learning purposes and their applicability to robot programming. However, at present, there are not enough comparative studies on the suitability of textual and visual languages for this purpose. In this paper, we study if, as with a textual language, the use of a visual language could also be suitable in the context of robot programming and, if so, what the main advantages of using a visual language would be. For our experiments, we selected a sample of 60 individuals among students with adequate knowledge of procedural programming, that was divided into three groups. For the first group of 20 students, a learning scenario based on a textual object- oriented language was used for programming a specific commercial robotic ball with sensing, wireless communication, and output capabilities, whereas for the second and the third group, two learning scenarios based on visual languages were used for programming the robot. -
Engagement Taxonomy for Introductory Programming Tools
Vilnius university Institute of Data Science and Digital Technologies L I T H U A N I A INFORMATICS ENGINEERING (T007) MODELING THE SYSTEM FOR INTERACTIVE TASKS DEVELOPMENT: ENGAGEMENT TAXONOMY FOR INTRODUCTORY PROGRAMMING TOOLS Tomas Šiaulys October 2020 Technical Report DMSTI-DS-T007-20-08 VU Institute of Data Science and Digital Technologies, Akademijos str. 4, Vilnius LT-08412, Lithuania www.mii.lt Abstract One of the main ideas behind these introductory programming environments is introducing basic programming concepts more effectively by incorporating different visualization strategies. There have been attempts to classify introductory programming tools, however, certain critical aspects have not yet been discussed within the existing classifications, especially those related to user engagement in the programming environment. In this paper we introduce an engagement taxonomy for introductory programming tools (ETIP) built on a concept of engagement taxonomy for software visualization and previous classifications of programming learning tools. The new taxonomy is then used to inclusively review introductory programming environments for secondary education used today. Our review illustrates how majority of introductory programming tools do not fully explore the ways visualizations could help with tackling the problems of beginner programming comprehension. This report includes excerpts from the paper to be presented at the ISSEP 2020 conference. Keywords: Introductory programming, software visualization, engagement taxonomy DMSTI-DS-T007-20-08 -
Tappan Zee High School Curriculum Guide 2015-2016
TAPPAN ZEE HIGH SCHOOL CURRICULUM GUIDE 2015-2016 Tappan Zee High School 15 Dutch Hill Road ● Orangeburg, NY 10962 ● (845) 680-1600 ● Fax (845) 680-1950 Jennifer L. Amos, Ph.D. Juliet L. Gevargis Principal Assistant Principal (845) 680-1606 (845) 680-1650 [email protected] [email protected] Richard J. Neidhart Assistant Principal (845) 680-1655 [email protected] Dear Students: Planning your high school academic plan is an important step in your journey. This Curriculum Guide is a resource to assist you and your family in this process, as it provides an overview of each course and pre-requisite coursework to prepare you for this new material. In addition to courses required for graduation, we also offer a wide selection of electives. Please review these options carefully with your family, and make well-informed decisions as you develop your long-term academic and career goals. Teachers and guidance counselors are ready to help you and your family formulate an academic plan to realize your goals, but putting that plan into action is up to you. We are here to encourage and assist you as you challenge more demanding and exciting programs. We look forward to our continued work together. Sincerely, Jennifer L. Amos, Ph.D. Principal South Orangetown Central School District SOUTH ORANGETOWN CENTRAL SCHOOL DISTRICT Van Wyck Road, Blauvelt, New York 10913-1299 (845) 680-1000 Board of Education Mrs. Annmarie Uhl, President Mr. Guy DeVincenzo, Vice President Mr. Leon Jacobs Mr. Dan Lamadrid Mrs. Rosemary Pitruzzella Superintendent of Schools To Be Determined Deputy Superintendent for Ms. -
“Diseño Y Montaje De Un Prototipo Para El Control Automatizado Del
“Diseño y montaje de un prototipo para el control automatizado del sistema de riego por canales en el Área de Yamburara (Vilcabamba) haciendo uso de hardware y software open source” “Tesis previa a la Obtención del título de Ingeniero en Sistemas” Autor: Pablo Geovanny Ortega Kirby Director: Ing. Mario Andrés Palma Jaramillo, Mg.Sc Loja-Ecuador 2015 Diseño y montaje de un prototipo para el control automatizado del sistema de riego por canales Certificación del Director Ing. Mario Andrés Palma Jaramillo, Mg.Sc DOCENTE DE LA CARRERA DE INGENIERÍA EN SISTEMAS CERTIFICA: Que el egresado Pablo Geovanny Ortega Kirby autor del presente trabajo de titulación, cuyo tema versa sobre ―DISEÑO Y MONTAJE DE UN PROTOTIPO PARA EL CONTROL AUTOMATIZADO DEL SISTEMA DE RIEGO POR CANALES EN EL ÁREA DE YAMBURARA (VILCABAMBA) HACIENDO USO DE HARDWARE Y SOFTWARE OPEN SOURCE‖, ha sido dirigido, orientado y discutido bajo mi asesoramiento y reúne a satisfacción los requisitos exigidos en una investigación de este nivel por lo cual autorizo su presentación y sustentación. Loja, 18 Mayo de 2015 DIRECTOR DEL TRABAJO DE TITULACIÓN ii Diseño y montaje de un prototipo para el control automatizado del sistema de riego por canales Autoría Yo PABLO GEOVANNY ORTEGA KIRBY declaro ser autor del presente trabajo de tesis y eximo expresamente a la Universidad Nacional de Loja y a sus representantes jurídicos de posibles reclamos o acciones legales, por el contenido de la misma. Adicionalmente acepto y autorizo a la Universidad Nacional de Loja, la publicación de mi tesis en el Repositorio Institucional-Biblioteca Virtual. Autor: Pablo Geovanny Ortega Kirby.