DIGITAL LIBRARY
GAME-BASED TRAINING - THE ROBODANCE PROJECT AND ITS APPLICATION
University of Ruse (BULGARIA)
About this paper:
Appears in: ICERI2019 Proceedings
Publication year: 2019
Pages: 10010-10016
ISBN: 978-84-09-14755-7
ISSN: 2340-1095
doi: 10.21125/iceri.2019.2455
Conference name: 12th annual International Conference of Education, Research and Innovation
Dates: 11-13 November, 2019
Location: Seville, Spain
Abstract:
The article presents an educational project to support ICT training in the STEM Club. The fun scenario for training was realized with a group of dancing robots. The location of the study is in a secondary language school. The pedagogical practice aims to introduce the concept of programming, to encourage students to make their first steps in coding and to provide support for awareness of all roles in setting up a program. This study describes the location of the study and the project implementation team; the target groups; the equipment used during the implementation of the project; the applied methods of work; possible challenges and ways to overcome them; the specific results of the implementation of the RoboDance project and its implementation. The RoboDance project is implemented in a club after the classes in a standard classroom with three sets of LEGO Mindstorms EV3 Education and portable computer. The described training scenario makes easy the first steps in the construction and programming of robots without prior knowledge of algorithms and programming languages easy and interesting. Students successfully acquire competencies in STEM disciplines based on their inherent interests in music and dance. The play with robots successfully replaces introductory programming courses, students do not need to overcome the difficulties in building mathematical model, abstract data and algorithmic structures.
Keywords:
STEM, robots, coding, LEGO, mentor, design, construction, game-based learning.