The document summarizes robotics activities conducted at the 56th Junior High School of Athens as part of the RoboESL project. It describes the objectives of using robotics to encourage students at risk of early school leaving to remain in school. It details the implementation process over two school years with different groups of students, including preparation, activities, and methodology. Key findings are presented through cases that show ways participation positively impacted students, such as improving social skills and school engagement. The conclusion is that while more research is needed, robotic activities have the potential to change students' attitudes toward learning.
Final research about new methodologies.
"In Search of a Unified Theory of the New Methodologies for the 21st Century" Erasmus + Project.
Colegio Ntra. Sra. del Carmen (Maristas, Badajoz, Spain)
Tevfik 聴leri Anadolu Lisesi , Rize TURKEY.
Second Life can be used as a knowledge medium in distance education. The author conducted a study using Second Life as a supplement in a problem-based blended learning master's program. Students participated in 25 scheduled online activities in Second Life over 5 weeks, including educational visits, discussions, and student creations. The outcomes showed Second Life provided a social and immersive environment but was still too time consuming. Future uses could improve with earlier planning, limiting activities, and qualifying student participation and discussions.
This lesson plan outlines a Scratch coding lesson where students will continue working on projects they began previously. The objectives are for all students to build upon their project ideas and begin coding, for most to review and improve their plans and coding, and for some to evaluate and improve their project by justifying changes. Students will receive guidance through a PowerPoint tutorial and work at their own pace, with support available. The lesson will conclude with students providing peer feedback on projects.
This document outlines a lesson plan for 8th grade students to learn about the Fibonacci sequence, golden ratio, and golden spiral through exploring examples in architecture, art, nature, and the human body. Students will research these concepts over two class periods and then spend three days designing a project, such as a piece of artwork or building blueprints, that utilizes the golden ratio. They will be evaluated based on the creativity, understanding of concepts, and time management demonstrated in their projects.
The teacher developed a project called "Learning About Professions" to motivate second grade students and help them learn about jobs outside of school. The teacher invited professionals to give talks to the students about their work. An architect visited the class and talked about her job, showed tools, and helped the students build a model of their school. The students learned about other professions and created an individual book and professions book. The project helped students develop skills like teamwork and reinforced concepts about their community. The teacher assessed if objectives were met through student work and self-assessment. While some families did not participate, the project was largely successful in engaging students and meeting educational goals.
Students experiment with physics concepts like motion, balance, and rotation during physical education classes. They create videos demonstrating physics principles in different sports to share with international partners. The project aims to improve students' English, ICT skills, and understanding of how math and physics apply to their real lives and sports. Teachers from different subjects collaborate to integrate physics and sports throughout the curriculum.
This document summarizes the RoboESL project implementation at the 56th Junior High School of Athens. It discusses the three teams involved, including an official team of 10 pupils, and the activities conducted over 12 hours using EV3 Lego Mindstorms robots. The project followed a problem-based learning model and constructivist framework. Key activities included building robots, programming them to follow lines and complete tasks like parking. The project aimed to improve student engagement and skills in areas like science, technology, mathematics and computer science.
WebOrganic eLearning - SSPKW Primary School Project Sharing 20130628Jeff Ng
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The document summarizes an iPad e-learning pilot project for a primary school in Hong Kong. It includes objectives, achievements, problems encountered, merits identified, and questions for discussion. It also provides recommendations from lesson observations, proposed next steps like preparing for a sharing session and providing inputs to the school's e-learning roadmap. The roadmap outlines initiatives over the next few years to integrate e-learning across different subject areas and student levels through teacher training, parent workshops, and collaboration with publishers.
This overview was designed for the 'Working With Waste' unit of work. This unit was developed for second assignment of the course 'Managing E-Learning'.
Project Based Robotics Education Teaching In Primary Schoolandroidrobo
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1) The document discusses a project-based robotics education program for primary school students.
2) Students were split into groups and guided by senior student coaches to design and build line-tracking robots within a limited time frame using a problem-based learning approach.
3) The most successful group was made up of enthusiastic students who worked well together, while another group of less engaged students struggled because they did not collaborate effectively.
Meeting and workshop project based learning february 4th 2014 by mr.samir bounabMr Bounab Samir
油
The document outlines an agenda for a time training session and workshop. It includes an opening session, video presentation, powerpoint presentation, and two workshop sessions. The first workshop involves planning project works for different levels. The second workshop covers project work delivery and discussion. The document then provides information on defining themes, outcomes, structuring, skills, gathering information, analyzing, presenting, and evaluating project work. It describes project work as involving multi-skill activities focused on a theme of interest. Learners work together over several days or weeks both inside and outside the classroom. The document also notes some common reasons why teachers may avoid project work, such as lack of time.
The document discusses guidelines for international projects using web-based tools. It outlines various types of project work including linguistic projects, cross-curricular research projects, and collaborative arts projects. Key phases of projects are preparation, research, comparison, and evaluation. Tools discussed for project management, communication, and collaboration include email, websites, videoconferencing, wikis, blogs, and e-journals. Clear structure, guidelines, coordination, and a balance of student ownership and teacher monitoring are emphasized for successful virtual international projects.
1) This document describes two implementations of robotics activities with students at the 56th Junior High School of Athens.
2) In the first implementation, students worked in groups to build Tribots robots from Lego Mindstorms kits and program them to follow black lines, navigate tracks, and perform parking maneuvers. They participated in a science festival to demonstrate their work.
3) The second implementation again had students build robots in groups and program them using EV3 software. Their first scenario tasked them with programming a dance routine for their robots. Students worked through a problem-solving process to design, test, and refine their robot programs.
H nathalie gettliffe_sig_eurocall2010lyon[1]nickyjohnson
油
The document describes a study that assessed the effectiveness of using reflective teaching methodology to train pre-service and in-service teachers for online tutoring tasks. The study involved teachers completing an online tutoring course where they designed and implemented online tutoring scenarios. The teachers then used reflective portfolios to evaluate their experiences based on student feedback and research. The analysis found that reflective teaching helped teachers identify areas for improvement like being more proactive, giving clearer feedback, and distributing roles, but that they still needed additional feedback to fully reflect on their practices.
The document summarizes a digital learning project on risk-based food import inspections. It describes:
1) The project goals of developing online training on risk-based food import inspections for food inspectors.
2) The design process including storyboarding, expert reviews, usability testing, and evaluating the learning experience.
3) Key results showing the design was effective at improving knowledge but needed optimization for efficiency and advanced learners. Further iterations were planned to enhance the learning experience design.
This document summarizes two perspectives on using screen experiments to support laboratory learning. Part 1 discusses case studies from Durham University using student-developed interactive screen experiments (ISEs) to help first-year students transition to university, widen access for foundation students, and support conceptual understanding in quantum mechanics. Part 2 discusses the Open University's OpenScience Laboratory and Great Central Consulting's work developing ISEs and virtual experiments to support distance learning and sustainability. Both perspectives see benefits for students and future opportunities, but note challenges around resources, tools, student needs and apparatus changes over time.
Teachers from several European countries completed a questionnaire about their experiences participating in the Erasmus+ project "Creative, Active, Responsible Students in the Digital World". The majority of teachers reported using new interactive teaching methods involving technology and collaboration. They found students responded positively to the new approaches. Teachers also felt more involved in school activities after participating in the European project and would encourage other colleagues to participate in future projects.
The document summarizes a research project called CCC-M (Creating, Collaborating and Computing in Math) from 2013-2017 that aimed to enhance teachers' capacity to integrate technology into math teaching and improve student success. It involved collaboration between a university and school board. Key aspects included teacher professional development, communities of practice, lesson study, and using student data to evaluate progress. The project engaged teachers in hands-on technology training and video reflection of lessons to develop skills in areas like formative assessment and problem solving.
The document discusses using interactive whiteboards in primary classrooms. It outlines advantages such as improved student results, ability to be used at all lesson stages, and motivation of students. It also discusses drawbacks like lack of ready-made materials and the need for teacher training. The document provides examples of activities that can be used at different ages and English levels. It concludes with links to additional interactive whiteboard resources and examples.
1) Project work involves students working in small groups to complete a project over several learning sequences. The project must be motivating and accessible to students.
2) Teachers provide guidance and support to students throughout the project process. This includes helping students choose a project topic, develop a work plan, and present their final product.
3) Successful project work integrates all language skills, promotes autonomous learning, and results in a tangible outcome or product for students.
This lesson plan outlines a photography project for 5th grade students where they will create digital silhouettes expressing a verb through poses. Students will take self-portraits, remove backgrounds using Photoshop Elements, and add colors and text to create "iExpress" portraits inspired by iPod ads. The plan details objectives, standards, assessments, required technology and materials, procedures for guiding students through each step, and considerations for classroom management.
The #project work
a) What is a project work?
b) What are the characteristics of a project work ?
c) Why the project work?
d) What are the advantages of the project work?
e) How to organize a project work?
f) How to build a project work?
g) How to present a project work?
I modified a presentation I found on Edutopia with my original guidelines, procedures and pics.
I will be sharing this via Elluminate with teachers in Alabama who are part of the 21st Century Teaching and Learning project funded by a grant from Microsoft.
Project work in ELT classrooms involves students collaborating to decide on and complete a project, with the teacher in a supporting role. Some benefits are that it increases student motivation by allowing them to be personally involved, integrates all language skills, and promotes autonomous learning. Potential drawbacks are that students may rely too heavily on their native language, some students may not participate fully, and groups may progress at different speeds. Successful project planning includes setting clear parameters around topics, responsibilities, timelines and presentations.
This document provides guidelines for IT projects for teachers in 2013. It encourages teachers to reuse and modify projects from previous years. Teachers are expected to familiarize students with digital tools, develop projects as part of their coursework using the language studied, make corrections to student work, and ensure original content. Students are expected to analyze previous projects, plan and publish their own original work using a web tool within 6 weeks. Projects must follow submission guidelines and use any webtool that allows publishing on blogs or wikis. Teachers are advised to do initial activities in the classroom and have students draft work before using computers.
The document discusses using a hybrid learning model to enhance the student experience. It introduces the hybrid model, which combines the 8 learning event model and learning verbs. The model includes eight learning events: receives, debates, experiments, creates, explores, practices, imitates, and meta-learns. It provides examples of how to apply the model, including describing a learning activity using the events and verbs. The goal is to design an ideal program using the hybrid model as a framework.
The document discusses using a hybrid learning model to enhance the student experience. It introduces the hybrid model, which combines the 8 learning event model and learning verbs. The model includes eight learning events - receives, debates, experiments, creates, explores, practices, imitates, and meta-learns. It provides examples of how to apply the model, including describing a learning activity using the events and verbs. The goal is to design an ideal program using the hybrid model as a framework.
This document summarizes a presentation on developing communicative proficiency in foreign language classrooms through task-based instruction and integrated performance assessments (IPAs). The presentation provided an overview of how to design units around IPAs, including identifying learning goals, planning formative and summative assessments, and determining necessary grammar and vocabulary. Examples of IPA tasks involving interpretive, interpersonal, and presentational modes of communication were provided. Attendees participated in a practice activity to design an outline for a sample unit using the backward design model and IPA structure.
MakeITReal-Warsaw
http://makeitreal.info/?page_id=126
The objectives for the project are to:
Design and model an active, learner-centered teaching approach for engaging underachievers into STEAM related projects through real product design and making practices
Help underachievers in STEM related subjects to improve their performance and develop 21st century skills through their engagement in interdisciplinary projects in three dimensional object design
Plan and enact activities and workshops that promote teacher professional learning and pedagogical change
Create Open Educational Resources (OER) that will support school community members (within and beyond the partnership) to apply the MAKEITREAL learning intervention
Open STEM education though the infusion of arts and the support of product design and making practices moving beyond clich辿s according to which only STEM-talented students can make it.
Establish synergies among schools, academia and the industry towards creative and meaningful engagement in STEAM education.
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1) The document discusses a project-based robotics education program for primary school students.
2) Students were split into groups and guided by senior student coaches to design and build line-tracking robots within a limited time frame using a problem-based learning approach.
3) The most successful group was made up of enthusiastic students who worked well together, while another group of less engaged students struggled because they did not collaborate effectively.
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The document discusses guidelines for international projects using web-based tools. It outlines various types of project work including linguistic projects, cross-curricular research projects, and collaborative arts projects. Key phases of projects are preparation, research, comparison, and evaluation. Tools discussed for project management, communication, and collaboration include email, websites, videoconferencing, wikis, blogs, and e-journals. Clear structure, guidelines, coordination, and a balance of student ownership and teacher monitoring are emphasized for successful virtual international projects.
1) This document describes two implementations of robotics activities with students at the 56th Junior High School of Athens.
2) In the first implementation, students worked in groups to build Tribots robots from Lego Mindstorms kits and program them to follow black lines, navigate tracks, and perform parking maneuvers. They participated in a science festival to demonstrate their work.
3) The second implementation again had students build robots in groups and program them using EV3 software. Their first scenario tasked them with programming a dance routine for their robots. Students worked through a problem-solving process to design, test, and refine their robot programs.
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The document describes a study that assessed the effectiveness of using reflective teaching methodology to train pre-service and in-service teachers for online tutoring tasks. The study involved teachers completing an online tutoring course where they designed and implemented online tutoring scenarios. The teachers then used reflective portfolios to evaluate their experiences based on student feedback and research. The analysis found that reflective teaching helped teachers identify areas for improvement like being more proactive, giving clearer feedback, and distributing roles, but that they still needed additional feedback to fully reflect on their practices.
The document summarizes a digital learning project on risk-based food import inspections. It describes:
1) The project goals of developing online training on risk-based food import inspections for food inspectors.
2) The design process including storyboarding, expert reviews, usability testing, and evaluating the learning experience.
3) Key results showing the design was effective at improving knowledge but needed optimization for efficiency and advanced learners. Further iterations were planned to enhance the learning experience design.
This document summarizes two perspectives on using screen experiments to support laboratory learning. Part 1 discusses case studies from Durham University using student-developed interactive screen experiments (ISEs) to help first-year students transition to university, widen access for foundation students, and support conceptual understanding in quantum mechanics. Part 2 discusses the Open University's OpenScience Laboratory and Great Central Consulting's work developing ISEs and virtual experiments to support distance learning and sustainability. Both perspectives see benefits for students and future opportunities, but note challenges around resources, tools, student needs and apparatus changes over time.
Teachers from several European countries completed a questionnaire about their experiences participating in the Erasmus+ project "Creative, Active, Responsible Students in the Digital World". The majority of teachers reported using new interactive teaching methods involving technology and collaboration. They found students responded positively to the new approaches. Teachers also felt more involved in school activities after participating in the European project and would encourage other colleagues to participate in future projects.
The document summarizes a research project called CCC-M (Creating, Collaborating and Computing in Math) from 2013-2017 that aimed to enhance teachers' capacity to integrate technology into math teaching and improve student success. It involved collaboration between a university and school board. Key aspects included teacher professional development, communities of practice, lesson study, and using student data to evaluate progress. The project engaged teachers in hands-on technology training and video reflection of lessons to develop skills in areas like formative assessment and problem solving.
The document discusses using interactive whiteboards in primary classrooms. It outlines advantages such as improved student results, ability to be used at all lesson stages, and motivation of students. It also discusses drawbacks like lack of ready-made materials and the need for teacher training. The document provides examples of activities that can be used at different ages and English levels. It concludes with links to additional interactive whiteboard resources and examples.
1) Project work involves students working in small groups to complete a project over several learning sequences. The project must be motivating and accessible to students.
2) Teachers provide guidance and support to students throughout the project process. This includes helping students choose a project topic, develop a work plan, and present their final product.
3) Successful project work integrates all language skills, promotes autonomous learning, and results in a tangible outcome or product for students.
This lesson plan outlines a photography project for 5th grade students where they will create digital silhouettes expressing a verb through poses. Students will take self-portraits, remove backgrounds using Photoshop Elements, and add colors and text to create "iExpress" portraits inspired by iPod ads. The plan details objectives, standards, assessments, required technology and materials, procedures for guiding students through each step, and considerations for classroom management.
The #project work
a) What is a project work?
b) What are the characteristics of a project work ?
c) Why the project work?
d) What are the advantages of the project work?
e) How to organize a project work?
f) How to build a project work?
g) How to present a project work?
I modified a presentation I found on Edutopia with my original guidelines, procedures and pics.
I will be sharing this via Elluminate with teachers in Alabama who are part of the 21st Century Teaching and Learning project funded by a grant from Microsoft.
Project work in ELT classrooms involves students collaborating to decide on and complete a project, with the teacher in a supporting role. Some benefits are that it increases student motivation by allowing them to be personally involved, integrates all language skills, and promotes autonomous learning. Potential drawbacks are that students may rely too heavily on their native language, some students may not participate fully, and groups may progress at different speeds. Successful project planning includes setting clear parameters around topics, responsibilities, timelines and presentations.
This document provides guidelines for IT projects for teachers in 2013. It encourages teachers to reuse and modify projects from previous years. Teachers are expected to familiarize students with digital tools, develop projects as part of their coursework using the language studied, make corrections to student work, and ensure original content. Students are expected to analyze previous projects, plan and publish their own original work using a web tool within 6 weeks. Projects must follow submission guidelines and use any webtool that allows publishing on blogs or wikis. Teachers are advised to do initial activities in the classroom and have students draft work before using computers.
The document discusses using a hybrid learning model to enhance the student experience. It introduces the hybrid model, which combines the 8 learning event model and learning verbs. The model includes eight learning events: receives, debates, experiments, creates, explores, practices, imitates, and meta-learns. It provides examples of how to apply the model, including describing a learning activity using the events and verbs. The goal is to design an ideal program using the hybrid model as a framework.
The document discusses using a hybrid learning model to enhance the student experience. It introduces the hybrid model, which combines the 8 learning event model and learning verbs. The model includes eight learning events - receives, debates, experiments, creates, explores, practices, imitates, and meta-learns. It provides examples of how to apply the model, including describing a learning activity using the events and verbs. The goal is to design an ideal program using the hybrid model as a framework.
This document summarizes a presentation on developing communicative proficiency in foreign language classrooms through task-based instruction and integrated performance assessments (IPAs). The presentation provided an overview of how to design units around IPAs, including identifying learning goals, planning formative and summative assessments, and determining necessary grammar and vocabulary. Examples of IPA tasks involving interpretive, interpersonal, and presentational modes of communication were provided. Attendees participated in a practice activity to design an outline for a sample unit using the backward design model and IPA structure.
MakeITReal-Warsaw
http://makeitreal.info/?page_id=126
The objectives for the project are to:
Design and model an active, learner-centered teaching approach for engaging underachievers into STEAM related projects through real product design and making practices
Help underachievers in STEM related subjects to improve their performance and develop 21st century skills through their engagement in interdisciplinary projects in three dimensional object design
Plan and enact activities and workshops that promote teacher professional learning and pedagogical change
Create Open Educational Resources (OER) that will support school community members (within and beyond the partnership) to apply the MAKEITREAL learning intervention
Open STEM education though the infusion of arts and the support of product design and making practices moving beyond clich辿s according to which only STEM-talented students can make it.
Establish synergies among schools, academia and the industry towards creative and meaningful engagement in STEAM education.
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RoboESL_Project_Genova-v5t_TrainingCourse_170919
1. RoboESL activities at
56th Junior High School of Athens
Activities and experiences from our
implementations
Tassos Karampinis
Computer Science and ICT teacher at 56th Junior High School of Athens, MSc, Med.
19 September 2017 Genova, Italy
3. Project description: Objective
Objective
develop extra-curricular constructivist learning activities in
schools that will encourage the children at risk of failure or
Early School Leaving (ESL) to remain at school.
Make interventions based on the scenarios developed and
discussed with the committee that support us in order to
achieve the programs goals.
introduce robotic lessons in our school as:
computer science lessons
interdisciplinary technology-computer science projects,
use our new tools efficiently for all our students
4. Project description: General Impressions
General Impressions
Communication, cooperation and collaboration skills
gradually grew among students through the activities
The active participation/ involvement of students (most of
them)
(in some cases some students didnt seem to get involved but we
couldnt say if it was due to the specific activities or to different
personal reasons)
The girls (2nd implementation) found it difficult to grasp
concepts of practical areas but they managed to complete
their tasks
We dont know how and whether participating in this project
will improve their attitude towards school, but they definitely
liked it and spent more hours than what was scheduled in the
original plan
6. Project implementation and methodology
Prepared the implementations
Checked and arranged the Mindstorms core sets
Made the necessary class arrangements
Decided about/ calibrated:
the time we would spend
the path and the steps of our implementation
the activities of scenarios we would use
the theories and the learning model that would support
our efforts
the locations and the resources available in order to
achieve our goals
7. Project implementation and methodology
Prepared the implementations (Set up the physical environment, familiarization)
Made the necessary class arrangements
(to create a warm environment where students would be
comfortable to work in)
Checked and arranged the Mindstorms core sets+
(made sure all the participant students get to know the lego
parts, to reduce the cognitive load of their work)
8. Project implementation and methodology
Decided about the activities and the ways they would be introduced
e.g. Ways to understand the problems (mock ups,
drawings, helping questions, embodied experiences...)
9. Project implementation and methodology
Process / Methodology
Ages Attendances
Ages Attendances
1st implementations 2nd implementations
Hours (sum) 12 Hours (sum) 14
Hours Per Day 4 Hours Per Day 5. 5. 2. 2
Dates Of Implementation 5, 6, 7/04/2016 Dates Of Implementation 4,11/11/2016 & 12,17/01/2017
Students 10 Students 11
Class 2nd Class 3rd
Groups 3 Groups 4
Ages Of Students 14-16 Ages Of Students 15-16
Attendances (1st implementation) Attendances (1st implementation)
Number of students (sum=10) Number of attendances Number of students (sum=11) Number of attendances
9 3 11 11
1 2
10. Project implementation and methodology
Process / Methodology
School Year: 2015-2016
Students (10 boys) chosen
between those who:
met the program
conditions
wanted to take part in
the project
School Year: 2016-2017
Students(11 students) chosen
between those who:
wanted to take part in the
project
met the program conditions (8
boys)
- One team was made up of 3
girls, very good students but not
very comfortable with technology.
Framework Selection
11. Project implementation and methodology
Project activities
School Year: 2015-2016
Follow the black line
The RoboRail
Go to park
(parking program)
The desert scout
(hexagon)
Construction of their tribots and scenarios discussed
(3 teams/
3 scenarios/
7 programs)
12. Project implementation and methodology
Project activities
School Year: 2016-2017
Follow the black line
Lets play and dance
The sunflower
Construction of their tribots and scenarios discussed
Follow the black line (mock ups and testing)
Lets play and dance (short
mock up for our scenario)
Programs using light
sensors
Programs using ultrasonic
sensors
(4 teams/
2 scenarios/
10 programs)
13. Project implementation and methodology
Computer Science Technology lessons. Interdisciplinary activities about the sunflower effect
School Year: 2016-2017 (The sunflower)
Program in Scratch/BYOB about the heliotropism
Plant sunflowers seed
Create a 3D flower bed in sketch up program
Make presentation and videos about the heliotropism
effect
Construction of their tribots and scenarios discussed
14. Project implementation and methodology
Constructivist pedagogy - Activities
Scaffolding
Zone of approximate development
Creative thinking and involvement through the
transparent construction of their tangible model
(robot/ vehicle EV3)
Our interventions tried to follow the methodology
and both constructivist and constructionist
approaches proposed in our courses in Athens and
Riga
14
15. Project implementation and methodology
Problem Based Model*
Identify the problem (understand, motivate)
Represent the problem (drawing, diagram)
Selecting a strategy (choose the appropriate strategy for
the problem)
Carry out the strategy (try out the quality of their thinking)
Evaluating results (judge the validity of the solutions)
Analyzing Problem Solving (most important in long-terms
goals)
*Eggen, P. & Kauchak, D. (2001). Strategies for teachers: teaching content and thinking skills. Boston: Allyn
and Bacon
15
16. Key Findings / Results
quality results / cases
Case1:
Before:
He was always kept to himself. During breaks he was standing alone against a
wall looking at the others in the schoolyard. In class he was passive.
During the implementation:
He started discussing with others. He explained his views and was an active
member of the team
After:
He wanted to participate in videos we made about the program (although he
was a bit anxious), he wrote the text he communicated in English, he
participated as a member of the team in RoboESL exhibitions, in the Athens
Science Fair too and taught robotic activities to younger students (from our
school (1st grade), children in the fair and pupils from the neighboring
elementary school) helping in the dissemination of the program!
17. Key Findings / Results
quality results / cases
Case2:
Before:
He failed passing classes twice. Before beginning robotic classes he had
just exceeded the number of absences. He had to repeat the class..
During the implementation:
He came to robotic lessons and stayed in school all day during the days
of our implementation, although he had failed to pass the class due to
his absences
After:
He came several times to the lab to work with other team members
improving their programs.
18. Key Findings / Results
quality results / cases
Case3:
During the first hours of the implementation:
She encountered lots of problems constructing the tribot. Consequently
she didnt participate much in the construction and disputed with the
other team members.
After the familiarization:
She reconstructed the tribot, she participated in stories made for our
tribots (the beauty and the beast, the princess and the lover etc) and
made some other small constructions using lego parts. She even asked
to construct from scratch a tribot and made the programs we had
done during our 1st implementation
19. Conclusions
Robotics activities can potentially change students
attitude to learning
Activities, more flexible in time, help students keep
pace with the more experienced classmates
The studies have not concluded whether robotic
activities has good or bad effects on the process of
learning and students attitude toward learning, so
each of us has to reach his or her own conclusion -of
course there are, always, lots of parameters to be
discussed.
20. Photos from dissemination of the project
Athens Science Festivals 2016 and 2017 / Conference & Exhibition RoboESL / Workshops in our lab
21. Future plans at
3rd implementation at school (2nd semester of 2017-
2018 school year)
Integration (computer science, projects )
Cooperation with other teachers (maths, music )
Workshops (pupils from elementary school, scouts )