European Robotics Week to introduce robotics and promote engineering

We present an activity framed within the European Robotics Week event. Robotics and computational practice are ideal tools for developing science, technology, engineering, and mathematics (STEM) pedagogy. A modular and adaptive hands‐on workshop is described in detail. The workshop is based on multiplatform educational robotics content as a first step into the robotics world. Three educational tools are used to introduce examples of robotics applications. The operational details, materials, and examples of activities for selected modules are presented with the expectation that all teachers can adapt these activities to their classes. Despite the small number of students, the experience delivered results that might be useful for other instructors to promote workshops with similar or identical content to generate further benefits. This study demonstrates that it is important to combine theory and practice and include fun tasks that intertwine the challenges of applying theory to problem solving. Furthermore, the results show how the same content can be deployed using three different robotics education tools.

[1]  Manuel Castro,et al.  Home-made robotic education, a new way to explore , 2017, 2017 IEEE Global Engineering Education Conference (EDUCON).

[2]  Manuel Castro,et al.  Scratch as Educational Tool to Introduce Robotics , 2017 .

[3]  Manuel Castro,et al.  Collaborative robotic educational tool based on programmable logic and Arduino , 2016, 2016 Technologies Applied to Electronics Teaching (TAEE).

[4]  Elio Sancristobal Ruiz,et al.  Mechatronics and robotics as motivational tools in remote laboratories , 2015, 2015 IEEE Global Engineering Education Conference (EDUCON).

[5]  Inmaculada Plaza,et al.  Teaching technology with CLIL methodology: A case study , 2013, 2013 IEEE Global Engineering Education Conference (EDUCON).

[6]  Marco Taisch,et al.  Increasing middle school students’ awareness and interest in manufacturing through digital game‐based learning (DGBL) , 2017, Comput. Appl. Eng. Educ..

[7]  Elio Sancristobal Ruiz,et al.  Robotics, the New Industrial Revolution , 2012, IEEE Technology and Society Magazine.

[8]  Manuel Castro,et al.  Educational games for improving the teaching-learning process of a CLIL subject: Physics and chemistry in secondary education , 2014, 2014 IEEE Frontiers in Education Conference (FIE) Proceedings.

[9]  Elio Sancristobal Ruiz,et al.  Robotic Educational Tool to engage students on Engineering , 2016, FIE.

[10]  Ruth Cobos Pérez,et al.  Using collaborative learning scenarios to teach programming to non‐CS majors , 2017, Comput. Appl. Eng. Educ..

[11]  Manuel Castro,et al.  Wireless Development Boards to Connect the World , 2017, REV.

[12]  Maria Asunción Vicente,et al.  Improving student engagement on programming using app development with Android devices , 2017, Comput. Appl. Eng. Educ..