Session the Use of Robots and Gamification in Education
Int'l Conf. Frontiers in Education: CS and CE | FECS'16 | 1 SESSION THE USE OF ROBOTS AND GAMIFICATION IN EDUCATION Chair(s) TBA ISBN: 1-60132-435-9, CSREA Press © 2 Int'l Conf. Frontiers in Education: CS and CE | FECS'16 | ISBN: 1-60132-435-9, CSREA Press © Int'l Conf. Frontiers in Education: CS and CE | FECS'16 | 3 An Evaluation of Simulation in Lego Mindstorms Robot Programming Coursework Frank Klassner1,2 and Sandra Kearney1,2 1Department of Computing Sciences, Villanova University, Villanova, PA USA 2Center of Excellence in Enterprise Technology, Villanova University, Villanova, PA USA Abstract – Robotics programming has become a significant Combining this observation with the research cited at the element of undergraduate computer science curricula over the beginning of the section, it is natural to ask what role past decade. This paper presents an initial examination of the simulation can play in conjunction with physical robots in effectiveness of simulators in helping undergraduates in computer science education, particularly in cases where computer science courses produce moderately debugged code students might be distracted from programming issues by on simulated robots before further refining it on physical “messy” robot interactions with the real world. There is also robots (Mindstorms NXT). The examination included a study the question of how to educate computer science majors about of how students evaluated their experience programming the industrial practice of using simulation to design and test robots in Java with and without a simulator in novice through robot systems before they are construed. advanced level courses. The paper describes the simulator for the study, the robot projects studied by the students, and This paper reports on a research project that evaluates the the survey instrument used in the examination.
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