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Integrating LEGO Robotics into the Classroom

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... that the LEGO Mindstorms Invention Systems ... Teaching robotics with LEGO Mindstorms. ... Circuits to control: learning engineering by designing LEGO. Robots. ... – PowerPoint PPT presentation

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Title: Integrating LEGO Robotics into the Classroom


1
Integrating LEGO Robotics into the Classroom
  • IT899 Project-May 2007
  • Created by Tuanua Swartz
  • Committee
  • Dr. Foyle, Chair and Dr. Seguin

2
Introduction
  • Dr. Jean Piaget and Dr. Seymour Papert studied
    learning theories and created a new style,
    constructionism, which allows students to get
    their hands dirty (Evans, 2006).
  • This project focused on the implementation of
    LEGO Mindstorms Invention Systems and LEGO 3D
    Digital Designer into the classroom.
  • LEGO named their new product LEGO Mindstorms
    Inventions Systems 2.0 after Dr. Seymour Papert
    book, Mindstorms.
  • In order to find the students learning style
    each student was required to take a pre-survey
    and a Multiple Intelligence Test.

3
Constructionism
  • Papert used the learning theory constructivist
    to create constructionism learning (Evans, 2000).
  • Constructionism learning gives children good
    things to do so that they can learn by doing
    (Papert, 1980 4).

4
Software
  • LEGO Mindstorms Inventions Systems 2.0
  • A software created for teachers and students to
    learn real world application of math, science,
    computer programming and technology. This kit
    includes the programmable brick as well as all
    the LEGO pieces to construct the robots.
  • LEGO 3D Digital Designer
  • A software used on the computer only. Allows
    students to design and animate trains and cars.
  • Software downloaded from http//ldd.lego.com
    (The LEGO Group, 2007).

5
ADDIE Design Model
  • Analysis
  • The goals to achieve
  • The material that must be taught
  • The learners' current capabilities
  • Design
  • What the project should look like when it's
    complete
  • Development
  • Does this material meet the learning objectives?
  • Will the material work in the classroom?
  • Implementation
  • Establish the timetable
  • Schedule the courses, enroll learners, and
    reserve lab
  • Monitor activities, quality assurance
    checkpoints, and feedback cycles
  • Evaluation
  • Do learners like the course?
  • Do learners achieve the learning objectives at
    the end of the course?
  • Do the learners change their behaviors in the
    classroom?

ADDIE Design Model Flow Chart
6
Analysis
  • Students took a survey to determine their level
    with technology created using www.quia.com found
    at http//www.quia.com/sv/112552.html (Quia,
    2007)
  • Students completed a Multiple Intelligence Test
    for the data about their learning style using
    http//www2.bgfl.org/bgfl2/custom/resources_ftp/cl
    ient_ftp/ks3/ict/multiple_int/index.htm
    (2.bgfl.org, 2007).

7
ADDIE Design Model
  • Analysis
  • The goals to achieve
  • The material that must be taught
  • The learners' current capabilities
  • Design
  • What the project should look like when it's
    complete
  • Development
  • Does this material meet the learning objectives?
  • Will the material work in the classroom?
  • Implementation
  • Establish the timetable
  • Schedule the courses, enroll learners, and
    reserve lab
  • Monitor activities, quality assurance
    checkpoints, and feedback cycles
  • Evaluation
  • Do learners like the course?
  • Do learners achieve the learning objectives at
    the end of the course?
  • Do the learners change their behaviors in the
    classroom?

ADDIE Design Model Flow Chart
8
Design
  • In designing this project, I used a small group
    of students that I saw everyday for a 45 minute
    period.
  • The students worked in pairs using either LEGO
    Mindstorms Invention Systems 2.0 or LEGO 3D
    Digital Designer software.
  • The pairs were divided into groups Group A
    worked with the LEGO Mindstorms Inventions
    Systems 2.0 while Group B began the LEGO 3D
    Digital Designer.

9
ADDIE Design Model
  • Analysis
  • The goals to achieve
  • The material that must be taught
  • The learners' current capabilities
  • Design
  • What the project should look like when it's
    complete
  • Development
  • Does this material meet the learning objectives?
  • Will the material work in the classroom?
  • Implementation
  • Establish the timetable
  • Schedule the courses, enroll learners, and
    reserve lab
  • Monitor activities, quality assurance
    checkpoints, and feedback cycles
  • Evaluation
  • Do learners like the course?
  • Do learners achieve the learning objectives at
    the end of the course?
  • Do the learners change their behaviors in the
    classroom?

ADDIE Design Model Flow Chart
10
Development
  • During the development stage, I had the students
    follow a lesson plan.
  • Each group had to view the tutorials for the
    specific software.
  • LEGO Mindstorms Systems 2.0 software
    automatically takes the students through basic
    tutorials.
  • LEGO 3D Digital Designers tutorials were found
    at http//ldd.lego.com/support.
  • Each group had to design a robot or train that
    would move forwards and backwards.

11
ADDIE Design Model
  • Analysis
  • The goals to achieve
  • The material that must be taught
  • The learners' current capabilities
  • Design
  • What the project should look like when it's
    complete
  • Development
  • Does this material meet the learning objectives?
  • Will the material work in the classroom?
  • Implementation
  • Establish the timetable
  • Schedule the courses, enroll learners, and
    reserve lab
  • Monitor activities, quality assurance
    checkpoints, and feedback cycles
  • Evaluation
  • Do learners like the course?
  • Do learners achieve the learning objectives at
    the end of the course?
  • Do the learners change their behaviors in the
    classroom?

ADDIE Design Model Flow Chart
12
Implementation
  • The students viewed the tutorials with their
    partners and began to create their robots or
    trains.
  • If the students encountered a problem, they had
    to problem-solve together for a solution.
  • Students could make their robots or trains as
    elaborate as they wanted as long as the robot
    could perform the recommended tasks.

13
ADDIE Design Model
  • Analysis
  • The goals to achieve
  • The material that must be taught
  • The learners' current capabilities
  • Design
  • What the project should look like when it's
    complete
  • Development
  • Does this material meet the learning objectives?
  • Will the material work in the classroom?
  • Implementation
  • Establish the timetable
  • Schedule the courses, enroll learners, and
    reserve lab
  • Monitor activities, quality assurance
    checkpoints, and feedback cycles
  • Evaluation
  • Do learners like the course?
  • Do learners achieve the learning objectives at
    the end of the course?
  • Do the learners change their behaviors in the
    classroom?

ADDIE Design Model Flow Chart
14
Evaluation
  • The students posted comments and responses on our
    wiki site http//smesrobotics.pbwiki.com/
    (PBwiki.com, 2007).
  • Using www.quia.com (Quia, 2007), the students
    completed a post-survey for data comparison.

15
Conclusion
  • I found that the LEGO Mindstorms Invention
    Systems 2.0 helped students to think critically,
    problem-solve, and work as a team.
  • Girls seemed to need more help and guidance than
    the boys.
  • A majority of the girls found it difficult to
    construct the robot and the train. After
    guidance, the girls found the project to be
    easier.
  • Students learned about multiple intelligences and
    learning styles.
  • In the end, several students changed their
    ranking on the learning styles while others felt
    their first ranking was accurate.
  • The students who had a high percentage in
    kinesthetic learning problem-solved quickly and
    without hesitation.
  • LEGO Mindstorms Invention Systems 2.0 and LEGO 3D
    Digital Designer enforced the theory of
    constructionism learning.

16
References
  • Barton L. (1997). Quick flip questions for
    critical thinking. Fort Atkinson, WI Highsmith,
    Inc.
  • Beland, C., Chan, W., Clarke, D., Park, R.,
    Trupiano, M. (2000). LEGO Mindstorms The
    structure of an engineering (r)evolution.
  • Boeree, C. G. (2006). Piaget. C. Retrieved March
    13, 2007, from http//webspace.ship.edu/cgboer/pi
    aget.html
  • Dean, K. (2000, September). A captive audience
    learns tech. Wired, Retrieved February 8, 2007,
    from http//www.wired.com/news/culture/0,38488- 1.
    html?twwn_story_page_next1
  • Evans, D. (2006, March). Teaching robotics with
    LEGO Mindstorms. Futurelab, Retrieved February
    7, 2007, from www.futurelab.org.uk/viewpoint/art74
    .htm
  • Gaggle.net, Inc. (2007). Gaggle.net safe email
    for students. Retrieved April 30, 2007, from
    Gaggle Web site http//www.gaggle.net
  • Ldd.lego.com. (2007). Retrieved January 10, 2007,
    from LEGO Web site http//ldd.lego.com/
  • Martin, F. (1994). Circuits to control learning
    engineering by designing LEGO
  • Robots. Unpublished doctoral dissertation,
    Massachusetts Institute of Technology.
  • McGriff, S. J. (2000, September). Instructional
    system design Using the ADDIE Model. Retrieved
    March 13, 2007, from http//www.personal.psu.edu
    /faculty/s/j/sjm256/portfolio/kbase/IDD/ADDIE.pdf

17
References continued
  • Papert.org (2007). Retrieved February 7, 2007,
    from Professor Seymour Papert Web site
    http//www.papert.org
  • Papert, S. (n.d.). Papert on Piaget. Times
    Magazine. Retrieved March 13, 2007, from
    http//www.papert.org/articles/Papertonpiaget.htm
    l
  • Papert, S. (Speaker). (1980). Constructionism vs.
    Instructionism (Speech Recording). Retrieved
    March 12, 2007 from website http//www.papert.or
    g/articles/const_inst/const_inst1.html
  • Papert, S. (1993). Mindstorms. Children,
    Computers, and Powerful Ideas.
  •          HarperCollins.
  • Priluck, J. (1999, October ). Smart toys for Li'l
    Kids. Wired Net, Retrieved February 7, 2007, from
    http//www.wired.com/news/technology/0,32101-0.ht
    ml
  • Quia Corp. (2007). Quia. Retrieved April 9, 2007,
    from Quia Web site http//www.quia.com
  • Rogers, C. (2007). Teach children to be curious.
    Retrieved  February 7, 2007, from LEGO Education
    Web site http//www.lego.com/education/aboutus/d
    efault.asp?pagenamemain_aboutl2id6_1
  • Stager, G. (2005). Papertian constructionism and
    the design of productive contexts for learning.
    University of Melbourne Dept. of Science and
    Mathematics Education. Retrieved February 7,
    2007, from www.stager.org/articles/eurologo2005.p
    df
  • 2.bgfl.org. (2007). Retrieved April 9, 2007, from
    Multiple Intelligences Web site
    http//www2.bgfl.org/bgfl2/custom/resources_ftp/c
    lient_ftp/ks3/ict/multiple_int/index.htm
  • 2.bgfl.org. (2007). Retrieved April 9, 2007, from
    Multiple Intelligences Web site
    http//www2.bgfl.org/bgfl2/custom/resources_ftp/c
    lient_ftp/ks3/ict/multiple_int/what.cfm
  • Tzelepis, S. (2002, September). How adults and
    how kids want the OKAWA center to be like.
    Retrieved February 7, 2007, from Youth Concerns
    Web site http//users.otenet.gr/tzelepisk/yc/ok.
    htm
  • Urrea, C. (2000, January). Designing robotic
    artifacts rural school-community. Retrieved
    February 7, 2007, from MIT - Media Lab Web site
    http//pubs.media.mit.edu/pubs/papers/RURAL1.pdf
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