Visions of the future / science fiction (STEΑM oriented)

Submitted by ekounavi on Tue, 19/05/2020 - 19:20

General Info


Visions of the future / science fiction (STEΑM oriented)
Abstract
In our project, we programmed two robots entirely from scratch and we have also used one in a theatrical play. The first was called Ev3 

 

and the second S4A (this one works with a Leonardo Arduino). We “taught” the Ev3 to move and understand it’s surroundings and conduct certain tricks. In addition, we have also made an internet page and some apps. 
The real opportunity to see a future flooded with robotics and the determination to make that happen so our life will easier have been the deep reason of this work.

Practice's Language
English
STEAM discipline
Engineering
Arts
Engineering Area/Topic
Coding , Programming
License
CC BY-NC-SA

Audience and Educational Framework


Audience competence
Capable
Age Range
14-17

Educational Details


Educational Subject
Informatics, Theater
Description of the practice

The work includes, among other things, the planning and participation of a robot in the role of an actor in a theatrical performance.

Students of the Informatics Group, using their knowledge of JAVA, programmed the Lego EVO3 Mindstorm model in LeJos, Eclipse environment and enabled it to feel and react to obstacles, to sing carols (here students also combined knowledge from physics and music frequencies-notes), to sing and dance on stage in the role of a regular actor with the other students of the Theater Group in the play "Fricandela the witch who hated carols".

Here is a brief presentation of the ROBOTS programmed by the pupils in "CIT Group" (Computer InformationTechnology Group)

https://www.youtube.com/watch?v=vBsaJ8u6fso&feature=emb_title

 


Duration of practice realisation
3 months
Difficulty
Medium
Educational Use
assignment, group work

Learning Outcomes

Students learn how to program a robot to participate as an actor in a theatrical play.


Orientation/Focus
acquire new knowledge
develop new skills
attain attitudes
Learners acquire the fun of gaming computer games in a group. Further they are confronted directly with the different developmen
Life long learning, students awareness about what they know and what they're able to do
Delivery mode
Blended learning

Hardware/Software/Other Resources

Programming language: JAVA 

Programming environment: Eclipse, LeJOS


Implementation

(where and how the practice was implemented)


Country that was implemented
Greece
Framework/οrganization that was applied to
EXPERIMENTAL SENIOR-HIGH SCHOOL OF PATRAS
Audience size
20

Description, evaluation and lessons learned
  • Programming in Java
  • Students become familiar with the methodology on which the research is based.
  • Students come in contact with modern technologies along with acting art.
  • Students practice their communication skills and teamwork.

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


Educational material/resources
Visions of the future / science fiction (STEΑM oriented) ( eTwinning project)

License
CC BY-NC-SA
Language

English


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7 votes with an average rating of 5.

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