Education
The Debugging Task: Evaluating a Robotics Design Workshop
Hamner, Emily (Carnegie Mellon University) | Lauwers, Tom (Carnegie Mellon University) | Bernstein, Debra (University of Pittsburgh)
Evaluating new educational programs and tools, especially those targeted at difficult-to-assess learning goals can be quite challenging due to the small number of participants typically engaged with pilot programs. The focus of the evaluation, then, should be on collecting rich data from each participant about their experience in the workshop and their progress towards meeting the workshop’s learning goals. We present a novel evaluation technique, the debugging task, that seeks to assess at post-workshop a participant’s independent ability to use the tools, skills, and materials of the workshop. The technique is presented in the context of Robot Diaries, a program to develop a robotics design activity centered on crafts materials and expressiveness, and targeted to middle school girls. The paper discusses the rationale for the debugging task, its implementation, and the results and analyses of girls completing the task.
Physics With Robotics — Using LEGO MINDSTORMS In High School Education
Church, William Joseph (Littleton High School) | Ford, Tony (Redcliffe State High School) | Perova, Natasha (Harvard Graduate School of Education) | Rogers, Chris (Tufts University)
Integrating robotics activities in science curriculum provides rich opportunities to engage students in real world science and help them to develop conceptual understanding of physics principles through the process of investigation, data analysis, engineering design, and construction. In addition, students become more confident learners and develop better problem-solving and teamwork skills. In this paper we describe a successful use of LEGO® MINDSTORMS® in designing robotics-based activities for teaching high school physics classes. Students design and perform novel science investigations with a toolset that helps them achieve a high reproducibility in their experimental designs. Several example projects that utilize LEGO MINDSTORMS are presented.
Seeing with the Hands and with the Eyes: The Contributions of Haptic Cues to Anatomical Shape Recognition in Surgery
Keehner, Madeleine (University of Dundee) | Lowe, Richard K. (Curtin University of Technology)
Medical experts routinely need to identify the shapes of anatomical structures, and surgeons report that they depend substantially on touch to help them with this process. In this paper, we discuss possible reasons why touch may be especially important for anatomical shape recognition in surgery, and why in this domain haptic cues may be at least as informative about shape as visual cues. We go on to discuss modern surgical methods, in which these haptic cues are substantially diminished. We conclude that a potential future challenge is to find ways to reinstate these important cues and to help surgeons recognize shapes in the restricted sensory conditions of minimally invasive surgery.
Beyond First Impressions and Fine Farewells: Electronic Tangibles Throughout the Curriculum — Panel Discussion
Kay, Jennifer S. (Rowan University) | Klassner, Frank (Villanova University) | Martin, Fred G. (University of Maryland) | Miller, David P. (University of Oklahoma) | O' (Bard College) | Hara, Keith J.
As educators, we have high hopes for Electronic Tangibles (ETs), we expect ETs to: Interest more students in the study of computing Broaden students' views of computing Invite non-majors to learn something about the computing Attract students to computer science as a major Help students learn about particular ETs Attract students to our classes by incorporating a flashy ET in the course material Improve student understanding of some difficult topics Maintain student interest throughout the class However some important questions arise: Can we and should we extend these benefits throughout the K-20 curriculum? And if we can't, are we guilty of bait-and-switch?
Robots as Recruitment Tools in Computer Science: The New Frontier or Simply Bait and Switch?
Kay, Jennifer S. (Rowan University)
There is little doubt that the use of robots in introductory classes is an effective way to spark an initial interest in Computer Science and recruit students into our classes, and subsequently recruit some of them as Computer Science majors. But when the semester is over, the vast majority of our students are unlikely to see robots in the classroom again until they take advanced courses in AI or Robotics. It is time for those of us who are proponents of the use of robots in Introductory Computer Science to start thinking seriously about how we are using robots in our classes, and how to sustain the interest and enthusiasm of our students as they move on to more traditional courses. While the focus of this paper is on the use of robots in Introductory Computer Science courses, my goal is to initiate a more general discussion on the use of any sort of cool new technology (tangible or not) into both undergraduate and K-12 education. These technologies successfully attract students to study subjects that we ourselves are deeply engaged in. But we need to discuss as a community what happens when our individual classes conclude and the rest of their studies commence.
Development of a Laboratory Kit for Robotics Engineering Education
Fischer, Gregory (Worcester Polytechnic Institute) | Michalson, William (Worcester Polytechnic Institute) | Padir, Taskin (Worcester Polytechnic Institute) | Pollice, Gary (Worcester Polytechnic Institute)
This paper discusses the development of a sequence of undergraduate courses forming the core curriculum in the Robotics Engineering (RBE) B.S. program at Worcester Polytechnic Institute (WPI). The laboratory robotics kit developed for the junior-level courses is presented in detail. The platform is designed to be modular and cost-effective and it is suitable for laboratory based robotics education. The system is ideal not only for undergraduate coursework but also may be adapted for graduate and undergraduate research as well as for exposing K-12 students to STEM.
The Design Compass: A Computer Tool for Scaffolding Students' Metacognition and Discussion about their Engineering Design Process
Crismond, David (City College of New York) | Hynes, Morgan (Tufts University Center for Engineering Education &) | Danahy, Ethan (Outreach)
This paper reports on the Design Compass, a classroom tool for helping students record and reflect on their design process as they work on and complete a design challenge. The Design Compass software provides an interface where students can identify and record the various design steps they used while performing them, and add digital notes and pictures to document their work. In the Design Log view, students can review steps taken, and print the record of work done, which can be shared and discussed with their instructor or classmates. The paper describes the concepts underlying the creation of the Design Compass, its features as a metacognitive tool and how it works, and provides scenarios of its use as a teaching and assessment tool with eighth-grade technology education students, and in teacher professional development workshops.
Bitwise Biology: Crossdisciplinary Physical Computing Atop the Arduino
Grasel, John (Harvey Mudd College) | Vonnegut, Wynn (Harvey Mudd College) | Dodds, Zachary (Harvey Mudd College)
We present the design and deployment of a physical computing platform developed for a crossdisciplinary introduction to biology and computer science. Using the accessible Arduino interface as its foundation, students instantiate increasingly nuanced physical interactions with the environment. Biological and computational ideas receive equal attention through three layered projects that span from circuit design through the co-evolution of predator-prey robot behaviors. The low-overhead platform presented here scales to support sophisticated projects at surprisingly modest time-and-money costs
C-Link: Concept Linkage in Knowledge Repositories
Cowling, Peter I. (University of Bradford) | Remde, Stephen M. (University of Bradford) | Hartley, Peter (University of Bradford) | Stewart, Will (University of Bradford) | Stock-Brooks, Joe (National Media Museum) | Woolley, Tom (National Media Museum)
When searching a knowledge repository such as Wikipedia or the Internet, the user doesn’t always know what they are looking for. Indeed, it is often the case that a user wishes to find information about a concept that was completely unknown to them prior to the search. In this paper we describe C-Link, which provides the user with a method for searching for unknown concepts which lie between two known concepts. C-Link does this by modeling the knowledge repository as a weighted, directed graph where nodes are concepts and arc weights give the degree of “relatedness” between concepts. An experimental study was undertaken with 59 participants to investigate the performance of C-Link compared to standard search approaches. Statistical analysis of the results shows great potential for C-Link as a search tool.
Assessing the Impact of Using Robots in Education, Or: How We Learned to Stop Worrying and Love the Chaos
Blank, Douglas S. (Bryn Mawr College) | Kumar, Deepak (Bryn Mawr College)
For the past several years, we have been using robots in our introductory computer science course. Although this has been challenging for many reasons, it has also been very rewarding on a number of fronts, both for the students and for us. However, in order for this to occur, we had to adapt to what we perceived as “chaotic code.” In this paper we describe lessons learned by watching what the students do, where they have trouble, and what they enjoy. Further, we discuss what the implications of focusing on creativity has had on teaching and assessment.