18.01.2013 Views

Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...

Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...

Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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In exploring this outdated but very prevalent technology still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 />

Permission to make digital or hard copies <strong>of</strong> all or part <strong>of</strong> this work for<br />

personal or classroom use is granted without fee provided that copies are<br />

not made or distributed for pr<strong>of</strong>it or commercial advantage and that<br />

copies bear this notice and the full citation on the first page. To copy<br />

otherwise, or republish, to post on servers or to redistribute to lists, requires<br />

prior specific permission and/or a fee.<br />

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.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!