Multiplatform Educational Robotics Course to Introduce Children in Robotics

Robotics and computational thought are ideal tools for developing science, technology, engineering and mathematics (STEM) pedagogy. Throughout this paper a modular and adaptive course is presented, the main objective of which is to make known simple and economic tools of educational robotics. This course is aimed at those who want to discover the possibilities of educational robotics in the context of the introduction to robotics. Today, robotics training tools are raised with the aim of promoting innovation and motivation of students during the learning process. Robots are becoming more and more common in our daily lives; therefore, it is important to integrate robots into all levels of our society. The course is designed to work with the Scratch, Crumble and Arduino tools as STEM enhancers. Using Scratch, interactive stories, games and animations can be programmed. Scratch helps young people to acquire and improve skills such as think creatively, think systematically, and work collaboratively. Scratch is a project of MIT Media Lab's Lifelong Kindergarten Group. It is offered free of charge. On the other hand, Crumble is an easy-to-use programmable controller. Its programming interface uses a block programming language based on Scratch that makes it easy for children from 10 years old to use it. In addition, the hardware elements associated with Crumble are very intuitive and easy to connect. Last, but not least, Arduino is an open source electronic platform based on hardware and software that is easy to use. It is a platform that incorporates a simple microcontroller and an interface development environment to create the applications to be downloaded on the board. The course offers a three-tiered journey through three levels with each of the three tools. It consists of a total of 9 modules. This course has a very practical approach. A project-based pedagogical methodology is used. Experiments are promoted, where trial and error are part of learning and self-discovery. The student learns to have more autonomy and responsibility. Knowledge is acquired in different disciplines. It develops: motor skills (scale mobility in the hands), group skills, allowing people to socialize, creative abilities, and learning in a fun way. The operational details, materials used and examples of activities for some modules are also presented with the expectation that all teachers will be able to adapt these activities in their class. In addition, results are included from several groups of students who have already completed some modules. Despite not having a large number of students, the experience provided results that may be useful for other teachers to promote a course with similar or equal content for more results. The results of this work show that it is important to combine theory and practice to include fun tasks intertwined with the challenges of applying theory to problem solving.

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