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Collaborative Learning with COZMO to Teach Programming in SCRATCH and Python

机译:与Cozmo合作学习,以划痕和Python教授编程

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This paper presents a didactical concept based on the COZMO robot to teach introductory programming in SCRATCH and Python to students from diverse disciplines. It was developed to overcome two major problems in regular programming classes. First, it increases the motivation and involvement of students as it is based on active and collaborative learning with a haptic experience as opposed to a plain screen output. Second, it is designed as a homogenous concept that can be used for different learning objectives in a flexible way and thus improves set up times for lecturers while providing a consistent and reliable framework. Students work in groups of 3 to 5 people and have to solve small projects together by following instructions of different assignment papers. The assignments are based on each other and do not contain all information needed for the project but provide hints and references to gather the required material from different sources. The teacher is acting as a coach, while students learn self-directed. Evaluation results of our didactical concept show improvements in student motivation and an overall increased interest in programming and related skills. Lecturers report an improvement in achieving the overall course objectives by students due to the student-centred learning environment. The concept was used in engineering and non-engineering programming, robotics as well as agile project management classes.
机译:本文提出了一种基于Cozmo Robot的教学概念,以教导来自不同学科的学生划痕和Python的介绍性编程。它是为了克服常规编程类中的两个主要问题。首先,它增加了学生的动机和参与,因为它基于主动和协作学习,与普通屏幕输出相反。其次,它被设计为同质概念,可以以灵活的方式用于不同的学习目标,从而改善讲师的设置时间,同时提供一致且可靠的框架。学生以3比5人团体工作,并通过遵循不同的分配文件的说明,必须在一起解决小项目。分配相互基于,不包含项目所需的所有信息,但提供提示和参考以收集来自不同来源所需的材料。老师是一名教练,而学生则学习自我指导。我们教学概念的评估结果表明,学生动机的改进和对方案的整体兴趣和相关技能的兴趣。讲师报告了由于学生为中心的学习环境而实现学生的整体课程目标的改进。该概念用于工程和非工程编程,机器人和敏捷项目管理课程。

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