| Literature DB >> 35992367 |
André Vasconcelos1, Jomar Monsores1, Tania Almeida2, Laura Quadros3, Eduardo Ogasawara1, João Quadros1.
Abstract
The use of information technology in the academic environment has grown. Building different didactic techniques to help students learn and practice with Information Technology (IT) resources is common. However, applying these techniques does not necessarily mean that students may acquire knowledge. The differential idea of this work is to create an approach in which students are protagonists and not just absorbers of IT. Based on this perspective, we applied a Gestalt approach to assist students in practicing these technological resources. They produce new hardware and software tools during classes based on their personal needs and worldviews. We analyzed applications of this novel way of computer science teaching in three different schools. It was possible to observe greater motivation from the students to experience new knowledge from technological resources. The common aspect was that solutions were conceived and developed from students' needs. The development followed a Gestalt approach, which combines the idea of form and imagination. Thus, with this approach, reactivity towards IT was reduced. It helped construct technological tools to acquire propaedeutic knowledge.Entities:
Keywords: Education; Gestalt; Technology
Year: 2022 PMID: 35992367 PMCID: PMC9380982 DOI: 10.1007/s10639-022-11278-z
Source DB: PubMed Journal: Educ Inf Technol (Dordr) ISSN: 1360-2357
Fig. 1Examples of different types of robotic resources. Source: authors’ photo library
Fig. 2Mobile robot, created by T1-EP1 students (a) and his AppInventor code, made by students (b). Source: Author’s photo library
Fig. 3Example of the AppInventor application that T2-EP1 students made to get the robot to the Chorinho (Grossi, 2006) rhythm. The connection to the robot was through Bluetooth. Source: Author’s photo library
Fig. 4Source; Author’s photo library. T3-EP2 developed this robot to work with graphic art
Fig. 5According to sound perception, a dancing robot developed by T3-EP2 students (a) and code to make the robot dance (b). Source: Author’s photo library
Fig. 6Device to food identify, with TCS3200 color sensor (a) and mobile screen example with Food App (b). Source: Author’s photo library
Fig. 7Sumo robots, developed with Lego Mindstorm EV3 by students from a private school. Source: author’s photo library
Resource developed by class, and area of use
| Class | Resource | Applied area |
|---|---|---|
| T1-EP1 | Bluetooth app-controlled mobile robot | Native Language and Math issues |
| T2-EP1 | Bluetooth app-controlled mobile robot | Musical Arts |
| T3-EP2 | Bluetooth app-controlled mobile robot | Graphic Arts |
| T4-EP2 | Mobile robot operating via onboard programming | Musical Arts |
| T5-EP2 | An IoT device, working with an app via Bluetooth | Earth Sciences (biology and nutrition) |
| T6-ER1 | Mobile robots working through onboard programming | Physical education and sports |
Time of development and service in the school
| Class | Develop. | Year of | Time of use in the |
|---|---|---|---|
| time | develop | school year | |
| T1-EP1 | 2 weeks | 2018 | 25% of school time |
| T2-EP1 | 1.5 weeks | 2019 | 8% of school time |
| T3-EP2 | 2.5 weeks | 2018 | 8% of school time |
| T4-EP2 | 3 weeks | 2019 | 8% of school time |
| T5-EP2 | 4 weeks | 2021 | 30% of school time |
| T6-ER1 | 2.5 weeks | 2019 | 8% of school time |
The number of hours dedicated to teaching is six hours/day, 200 days/year
(but trending toward 50% use at school)
Fig. 8Drawings made with the T3-EP2 robot, one free art (a), and a robot board with Arduino (b)
Robotics and programming content assimilated by students from EP1, EP2, and ER1 during this study’s approach
| Class | Project | Robotics Perceptions (RP) |
|---|---|---|
| Programming Perceptions (PP) | ||
| T1-EP1 | Mobile robot to test knowledge | RP: Mobile robot controlled by a visual application |
| PP: Visual application programming, using conditionals | ||
| T2-EP1 | Mobile robot to answer application signals | RP: Application-controlled mobile robot |
| PP: Visual programming, for response to stimuli | ||
| T3-EP2 | Application-response mobile robot | RP: Application-controlled mobile robotics |
| PP: Visual programming, stimulus-response | ||
| T4-EP2 | Mobile robot responding to audible signals | RP: Autonomous mobile robotics, controlled by onboard programming |
| PP: Onboard programming, and introduction to an object-oriented language | ||
| T5-EP2 | IoT hardware device for object identification | RP: IoT devices and the use of color sensor |
| PP: Visual programming for response to stimuli. IoT device programming with fuzzy logic | ||
| T6-ER1 | Mobile robots to act in sports | RP: Onboard programming |
| PP: Introduction to an object-oriented language |
Responses for Q1 to Q3
| Class | Q1 | Q2 | Q3 | |||
|---|---|---|---|---|---|---|
| No | Yes | No | Yes | No | Yes | |
| T1-EP1 | 25 | 17 | 8 | 34 | 12 | 30 |
| T2-EP1 | 20 | 16 | 0 | 36 | 0 | 36 |
| T3-EP2 | 28 | 10 | 0 | 38 | 0 | 38 |
| T4-EP2 | 20 | 16 | 0 | 36 | 0 | 36 |
| T5-EP2 | 18 | 18 | 6 | 30 | 7 | 29 |
| T6-ER1 | 15 | 10 | 0 | 25 | 0 | 25 |
Responses for Q1 to Q3
| Class | Q4a | Q4b | Q4c | Q4d | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| T1-EP1 | 8 | 9 | 10 | 8 | 9 | 10 | 7 | 8 | 9 | 8 | 9 | 10 |
| T2-EP1 | 9 | 9 | 10 | 9 | 9 | 10 | 9 | 9 | 10 | 9 | 9 | 10 |
| T3-EP2 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
| T4-EP2 | 9 | 9 | 10 | 10 | 10 | 10 | 9 | 9 | 10 | 10 | 10 | 10 |
| T5-EP2 | 9 | 10 | 9 | 8 | 9 | 10 | 8 | 9 | 10 | 8 | 9 | 10 |
| T6-ER1 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 |