Educational Robotics in Kindergarten

Submitted by FALY on Tue, 30/06/2020 - 16:34

General Info


Educational Robotics in Kindergarten
Abstract

Lately it is observed an increasing interest in the shaping of the future focusing on new technologies and especially on STEM. Science, Technology, Engineering, and Mathematics (STEM) has been proved to be highly beneficial for the students as means of development of essential skills and abilities, improvement of their learning process and assistance in problem solving.

This work presents a case study and the activities that took place in order to study the use of the educational robot in teaching history as well as the learning of music using the robot within the framework of the Erasmus program entitled “Be a Master think Creatively”.

The students have expressed themselves in a creative way, have been inspired, have experimented, have collaborated and have been pleasantly introduced into STEM escaping the traditional teaching methods. They were led to learning through action.


Practice's Language
Greek
STEAM discipline
Science
Technology
Arts
Mathematics
License
CC BY-NC-SA

Audience and Educational Framework


Audience competence
Beginner
Age Range
5-99

Educational Details


Educational Subject
ROBOTICS
Description of the practice

INTRODUCTION

 Educational robotics manages to combine learning with play, and thus education easily turns into an entertaining activity and it is commonly known that learning is easier, faster and more effective when combined with play. Cross-curricular activities were designed according to ΔΕΠΠΣΑΠΣ (Cross Thematic Curriculum Framework for Compulsory Education) for kindergarten and in all five academic fields with the BEE BOT, a floor robot that is specially designed to be used by preschoolers as well as by elementary school students.

This case study that took place in a state kindergarten in Patras explored:

  1. The use of the educational robot for the learning of history, krifó scholió - feggaraki
  2. The learning of musical notes and the tutelage of the robot in the traditional song Feggaraki

School Bacground

The activities described in this part took place in an urban, public Kindergarten school in Patra, Greece.In the project participated 18 pupils 12 boys and 6 girls and a teacher. Neither the students nor the teacher had been previously exposed to the BEEBOT 

Educational Approaches

The activities that were carried out were integrated into the Interdisciplinary Framework of Educational Programs of the Kindergarten. The experiential, collaborative and interdisciplinary pedagogical method was used. Each participant group was small and the BEEBOT was used as a learning support tool in a research-based experimental way and in contact with educational robotics

Teaching Experiment

As a methodology, it develops the need to study the learning process itself rather than just its results. For pedagogues, the teaching experiment is research in the classroom and, by extension, research of the learning process to improve learning in the classroom itself

 Experimental Programming Activities

 Before the robot was presented, a conversation was held to discover children's previous opinions/knowledge.What is a robot and what it is not: Students were asked to answer what they think that a robot is and why. In the next activity, the students had to choose among a series of given images depicting a robot and to justify their answer. (Language)

The following activities included programming concepts such as sequence and repetition. In particular, the children were asked to instruct a classmate to arrive in the morning at school. In practice, they found out that when they had not given the right instructions, they guided their classmate to reach school sometimes without shoes, or in their pajamas, thus they had to “reprogram” them (ICT, Algorithmic and Mathematical Thinking). The students were taught the basic concepts of the programming language in a playful way, their interest and curiosity were stimulated and established correlations between programming and everyday life

Meeting ΒΕΕΒΟΤ

The aim of BeeBot is to stimulate pupils' interest and to familiarize them with its operation in order to be introduced to robotics through play.The robot was presented to the students, their views on its operation mode were discussed, and the students played a pantomime game during which they had to imitate the robot's movements (the pre-k students had difficulties in distinguishing left and right unlike the kindergartners that encountered no problem).Afterwards the students became acquainted and experimented with the BEEBOT symbols/keys in order to learn how to give the correct commands, properly program the robot and understand its steady pace (15-centimeter range of motion). They then freely experimented on a ready-made BEEBOT track mat. Twisting the BEEBOT constituted the biggest challenge as they had to understand that "turn right or left" means that it literally turns right or left and does not move forward or sideways (learning from experimentation and mistakes). They prior had plotted the route on paper to record their thoughts and then in practice to see if they understood the route they planned.

STEM activities with the traditional song feggaraki

The traditional song was an opportunity to explain children the Greek Folklore Tradition as the children's song has some common ground with the popular legend about the “krifo scholio”. The students sang the song and put their own interpretation on the words of the song but most of them gave the same interpretation with the popular legend. They also played pantomime game and mimicked the children going to “krifo scholio” .The teacher proposed them to try to involve BEEBOT in this game. They suggested creating their own floor for Mellou using the history of the song. The BEEBOT walked provided that they would have given it the right commands (understanding the correct sequence of commands). (Language, Environment, Creation-Expression, Mathematics, ICT)

CREATION OF FLOOR/TRACK INSPIRED BY THE KRIFO SCHOLIO STORY

Having been helped by the teacher, the pupils designed the first square of the track. Next, they created alone the entire track that was easy for them, in which they glued images that had chosen online. 

PLAYING MUSIC WITH BOOMWHACKERS

The Boomwhackers are colorful plastic sound tubes that help children to learn the pentagram easily.In these activities the musical tubes were used to introduce students into the musical instruments, to learn the notes, to improve their memory, to learn coding (using notes) and of course to understand algorithms. (Creation - Expression, Language, Mathematics) Due to the colors the students learned easily not only the musical notes but also the notes of the song so they sang Feggaraki using the notes. Then they played the song with Boomwhackers. Each student held their tube and tried to play their note in the correct order (sequence).

CREATION OF CODED TRACK AND ROUTES WITH BEEBOT FOLLOWING THE NOTES OF THE SONG

The pupils created a coded floor with the notes in the colors of the sound tubes of “Feggaraki” song While the students were singing, they had to show the corresponding notes on the coded floor.They designed the route that BEEBOT would follow according to the notes of the song on paper and then programmed the robot (Mellou) to move on the floor following the notes (Music, Educational Robotics). The students developed their imagination, creativity, critical thinking and learned how to direct the robot into the notes of the song (ICT, Algorithmic thought, Mathematics, Music).  


Duration of practice realisation
3 months - 3 days - 2 hours
Difficulty
Medium
Educational Use
group work

Learning Outcomes

The learning of history using the robot was remarkably successful. It was found that the students’ interest was undiminished and the integration of the educational robotics in the teaching of History helped to improve the students' knowledge, skills and abilities as they applied and tested programming within a creative and enjoyable environment that promotes both mathematical skills and computational thinking. The reason for this study was also the pilot curriculum for Pre-school Informatics and related research in the international bibliography where is presented the possibility of linking educational robotics to the subjects of the Kindergarten (Bers, Ponte, Juelich, Viera & Schenker, 2002). The use of the educational robot for learning music has been an effective tool not only for the development of students' knowledge and skills, but also for their facilitaton with the notes while playing the song in a motivational and enthusiastic way within the learning process. The students learned music through playing the song and directing the training robot to the notes of the song. In summary, having a well-designed educational activity based on modern learning theories such as collaborative, exploratory and discovery learning, turns the educational robot into a practical educational tool in the kindergarten classroom.


Orientation/Focus
develop new skills
Delivery mode
Blended learning

Hardware/Software/Other Resources

Beebot Robotic kit

Beebot track/mat

Boomwhachers

Beebot emulator


Implementation

(where and how the practice was implemented)


Country that was implemented
Greece
Framework/οrganization that was applied to
Nipiagogeio Drepanou, Patras

Description, evaluation and lessons learned

BEEBOT is ideal for the students' first contact with the world of educational robotics and constitutes the perfect means to show students, starting with the kindergarteners, that engineering and computer science can be very entertaining. From the very first moment, the students were full of enthusiasm and showed deep interest in robotics. Working in small groups was ideal for students to get in touch with robotics in a playful way. Due to their enthusiasm and the ease of the play, both boys and girls felt comfortable with experimenting, exploring and improving their inquiry-based attitude. The experiential approach of the robot’s movements was of great importance before they came in contact with it. At first, the students encountered problems to understand the directional change but soon realized that they are in control of the robot’s movements. The pupils expressed themselves freely, developed their opinions, were actively involved, received visual feedback and improved their imagination and creativity. They comprehended mathematical concepts, developed their motor skills and computational thinking, i.e. the analytical problem-solving ability.

While programming the robot, the children came into contact with technology, science, mathematics and engineering (STEAM) and at the same time they are expressing themselves creatively. And as Papert (1993) states “the role of the teacher is to create the conditions for invention rather than provide ready-made knowledge” and that is what we owe to do as teachers.

 


Educational material/resources (file/URL) accompanying the practice


Educational material/resources

License
CC BY-NC-SA
Educational Resource Type
figure
Language

Greek

Educational Resource File
Attachment Size
feggaraki.jpg 10.23 KB
More comments about this Resource

the notes by the children



License
CC BY-NC-SA
Language

English

Educational Resource File
Attachment Size
Εικόνα1.png 566.88 KB

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