Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...
Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...
Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...
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ABSTRACT<br />
This study examines the potential for rethinking dated educational<br />
technologies. The mechanised Turtle Robot is taken as a test case<br />
to examine whether dated educational technologies can be renewed<br />
as a means <strong>of</strong> maximizing the tools and research <strong>of</strong> the<br />
past towards the new wave <strong>of</strong> interest in computing education.<br />
This paper will present research in progress and explore the Turtle<br />
Robot and other educational tools in the context <strong>of</strong> Technocamps,<br />
a Wales-based project aimed at inspiring young people 11-19<br />
years in computing.<br />
General Terms<br />
Experimentation, Human Factors, Languages<br />
Keywords<br />
Turtle Robot, Logo, Papert, Learning Tools, Programming, Electronics,<br />
Out-<strong>of</strong>-the-box, Teachers, Educators, Learners, Renew,<br />
Reuse, Recycle, Technocamps<br />
1. INTRODUCTION<br />
Keen not to contribute to the computing wasteland, this paper<br />
presents the findings <strong>of</strong> examining alternative approaches to<br />
learning from past educational tools. Using the Turtle Robot as a<br />
test case, the Turtle Robot is explored as a potential for contemporary<br />
educational engagement.<br />
A recent report reviewing the BBC’s Computer Literacy Programme<br />
examines the climate that led to the development <strong>of</strong> the<br />
BBC Micro [1] as a way <strong>of</strong> identifying the various influencing<br />
factors which bring about radical change in computing education.<br />
This study examines another seminal educational tool, the Turtle<br />
Robot, and specifically focuses on the mechanism <strong>of</strong> the robot as<br />
a potential contemporary teaching aid rather than the approach<br />
behind the robot.<br />
In exploring this outdated but very prevalent technology still<br />
available in classrooms today, the study examines whether the<br />
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Conference’04, Month 1–2, 2004, City, State, Country.<br />
Copyright 2004 ACM 1-58113-000-0/00/0004…$5.00.<br />
Save Our Turtle Robots?<br />
Emma Posey<br />
Technocamps Computer Science<br />
College <strong>of</strong> Science Swansea <strong>University</strong><br />
Singleton Park, Swansea<br />
emma.posey@technocamps.com<br />
163<br />
robot mechanism has any relevancy, potentially through modification,<br />
as a learning tool.<br />
Comparisons are made with other robot simulators and their connection<br />
to real robots, especially through Technocamps, a project<br />
engaging young people in computing.<br />
2. TURTLE ROBOTS<br />
As part <strong>of</strong> the drive to encourage learning using computers, the<br />
Turtle Robot was developed using Logo, a computer language<br />
developed as a learning tool by Wally Feurzeig and Seymour<br />
Papert. Papert was a keen early advocate <strong>of</strong> learning via computers<br />
and he believed computers, and specifically Logo, could<br />
help young people plan, problem-solve, as well as develop critical<br />
thinking and logic.<br />
Papert initiated the Turtle Robots, a 3D robot in the form <strong>of</strong> a<br />
turtle. The turtle, Papert claimed, was useful as it was an object<br />
and therefore could be un<strong>der</strong>stood in real terms. Critically, Logo<br />
as a computer language, allows the user/programmer to introduce<br />
new words to the program – effectively developing a personalised<br />
vocabulary to define new procedures and commands. Papert<br />
identified the benefits <strong>of</strong> computational thinking [3] [4], a literacy<br />
which helps young people’s thinking to be ‘step-by-step, literal,<br />
mechanical’. An agreed definition for computation thinking and<br />
ways in which it can be taught continue to be a challenge [5].<br />
The ‘Turtle Graphics’ project [6] used in the educational tool<br />
Scratch [7] from MIT Media Lab and others such as RoboMind<br />
[8] use a simulated robot to engage young people in programming,<br />
one using a graphical drag and drop, the other syntax.<br />
AberBots, modified by Technocamps Aberystwyth, is a robot<br />
simulator whose program runs on real research robots, the Pioneer<br />
and IDRIS. The AberBots program is scripted and as with the<br />
Turtle Robot, there is a direct relationship between program, its<br />
simulation and a real robot. The study compares these various<br />
programs and other programmable toys and draws on findings to<br />
analyse their ability to engage young people in programming<br />
using simulated and real robots.<br />
With the ability these days to build and program one’s own creative<br />
machines using products such as LEGO/Logo and more recently<br />
Lego Mindstorms, the ready-made object <strong>of</strong> the Turtle<br />
Robot may seem too restrictive or prescriptive in today’s terms.