The RoboScratch Theatre: Constructing
knowledge with Lego Mindstorms and Scratch through artistic activities
Tharrenos Bratitsis, bratitsis@uowm.gr
Early Childhood Education Department, University of Western Macedonia, Greece
Nikos Fachantidis, nfaxanti@uowm.gr
Department of Primary Education, University of Western Macedonia, Greece
Abstract
This workshop aims at connecting educational robotics and the
Scratch programming environment to the concept of theatre. The integration of a
tangible concept, such as that of preparing a theatrical performance can
provide a new perspective on problem solving activities through programming
environments, such as Scratch and Lego Mindstorms. Art holds an important
position within the entire school curriculum, for introducing complex concepts
to children (Kindergarten) or even for students’ bonding, collaboration and
socialization. Within this workshop, the tight connection of theatrical
performances and Lego Robots, as well as programming with the Scratch
environment will be demonstrated, as means for facilitating collaboration
within problem solving activities, thus providing a valuable new perspective
for the children, allowing them to develop problem solving and social skills.
Keywords (style: Keywords)
Lego Robots,
Scratch, Theatre, Art
Introduction
Educational Robotics is becoming an
increasingly researched area, related to the pedagogical exploitation of
Information and Communication Technologies (ICTs) in education. The latter is
not mainly based on the technological platform/tool used, but rather on the
underlying theoretical perspective which allows the utilization of
technological characteristics of ICTs, such s recording, representation,
management, information processing and transfer. The concept of pedagogically
exploiting ICTs mainly involves tasks for the active participation of students
and teachers, facilitating interaction among them as well as the creation
and/or manipulation of mental models (Mikropoulos & Bellou, 2006). These
approaches completely comply with the constructivistic and sociocultural
approaches, as they were introduced by Piaget and Vygotsky, accordingly.
Constructivism explores how children
construct knowledge, by applying what they already know through their personal
experiences to user-centred interactive approaches which introduce authentic
problem situations and usually involve collaboration with peers. These
approaches allow them to (re-)organize their experiences to knowledge
structures (Jonassen, 2000). According to Papert, knowledge construction is
more effective when learners are engaged in designing meaningful projects and
constructing artifacts. This approach has been established as constructionism
and technology provides tools for this design and construction (Papert, 1993).
Educational Programmable Robots, such as
Lego Mindstorms, allow the design of approaches which follow the four main
principles of constructionism (Bers et al, 2002; Resnick & Silverman,
2005):
§ Learning
by designing meaningful projects, creating things and sharing them in community
§ Using
manipulative objects to help concrete thinking about abstract phenomena
§ Identifying
powerful ideas, tools to think with from different realms of knowledge
§ Learning
by reflection
These principles are also facilitated by
programming environments which allow the design of authentic problems to be
solved in a meaningful way. Scratch (http://scratch.mit.edu/)
is an environment that allows 4-12 year old students to program computers by
eliminating the technical difficulties of normal programming languages. It
integrates Logo-like programming, as originally introduced by Papert, but it is
also expandable by connecting to Lego and other sensors, thus providing a more
tangible and interactive working environment.
Furthermore, art is a core constituent of
the school curriculum, especially in Preschool and Primary Education. From
Kindergarten, concepts are introduced to children through puppet shows and
learners often follow experiential teaching approaches in class by
participating in role playing games, similar to a theatrical performance. By
this age, children are experientially familiar with corresponding concepts,
such as actor, role, script, performance. In any
case, it is common for young aged classes to organize theatrical performances
at the end of the academic period, thus demonstrating to the parents how their
children have progressed through the year.
The underlying idea for this workshop
proposal is to combine the aforementioned tools and approaches, thus providing
more authentic, realistic and meaningful activities for young learners.
Description
and workshop objectives
This workshop aims at integrating the
constructionistic exploitation of educational robotics and Scratch with the
concept of a theatrical performance in an attempt to provide a more meaningful
environment of teaching activity design for the children. In fact, computer
programming through the Scratch environment follows the actual design of a
theatrical performance. The programmer has to guide characters (actors) who
talk, move and interact on a stage. As a theatrical director, he/she has to
properly place the actors on the stage, coordinate them and design the scenery.
As a script writer, he/she has to write the script for all these actors. All
the above is implemented by joining puzzle-like pieces.
The idea is that teachers as educational
designers can exploit the children’s experiential familiarization with
theatrical performances and movies in order to provide a meaningful environment
for the children to be involved in problem solving activities through computer
programming and robots’ constructing.
The core objective of the workshop is to
introduce the aforementioned concepts to the participants and clearly
demonstrate their interconnection on both a theoretical and practical level. The
objective of the workshop is in agreement with researches results (Rusk et all,
2008), which suggested strategies that have been successful in engaging a broad
range of learners. According to them, robotics projects must focus on themes,
not just challenges, combine art and engineering, encourage storytelling and
aim to support exhibitions, rather than competitions. Also combining craft
materials, mechanical parts, and programmable devices can inspire both girls
and boys to think more creatively about what is possible and what they want to
create (Rusk et all, 2005). New technology, called the PicoCricket (http://www.picocricket.com/), that supports previous strategies
developed, which enables students to design and program artistic creations that
integrate light, sound, music, and motion and also exploit familiar objects and
material.
By providing hands-on group activities, the
participants will be able to understand this interconnection in an experiential
manner. Having completed the workshop, the aim is for the participants to be
able to design their own teaching activities.
Finally, ideas discussed within the
workshop will be collected and expanded, providing material for a collective
book volume.
Workshop
outline
The workshop will be divided into three (3)
phases. During Phase 1, the organizers will introduce the corresponding
concepts through short positional presentations. Specifically, the connection
of theatrical concepts and Robot & Scratch programming will be outlined.
Then examples will be presented,
outlining the differentiation between organizing a theatrical play with
children as actors, as opposed to robots as actors. Also the concept of
directing a theatrical play as a method of debugging program scripts will be
discussed.. The duration of Phase 1 will be 40 minutes.
During Phase 2, the participants will be
divided into small groups and attempt to design their own activities, based on
the examples presented during phase 1. They will have the opportunity to
construct and program Lego Robots, as well as work in the Scratch environment. Participants
will use Lego NXT Mindstorms to implement a theatrical play, which requires
independently robot development, but also robot motion synchronization and
participants’ collaboration. Familiar objects and material will be used for art
creations and robot suits. Assistance will be offered by the organizers
constantly. The duration of this phase will be 45 minutes.
During the final phase, the groups will
have to present their educational design. Then, a concluding discussion will
follow in order to sum up the workshop and organize a post-workshop
collaboration among the participants which will include the construction of a
small Community of Practice and a collective volume of educational activities
and theoretical perspectives.
References
Bers, U.M., Ponte, I., Juelich, C., Viera, A.,
Schenker, J., (2002). Teachers as Designers:
Integrating Robotics in Early Childhood Education. Information Technology in
Childhood Education Annual, pp. 123--145. AACE, VA
Jonassen, D.H., (2000). Computers as
mindtools for schools. Prentice Hall, NJ.
Mikropoulos, T.A., Bellou, J., (2006). The Unique Features of Educational Virtual Environments. In: Isaias,
P., McPherson, M., Banister, F. (eds.) Proceedings e-society 2006,
International Association for Development of the Information Society, vol.
1, pp. 122—128. IADIS
Papert, S., (1993). The Children’s
Machine. Basic Books, New York
Resnick, M., Silverman, B., (2005). Some
Reflections on Designing Construction Kits for Kids. Proceedings of
Interaction Design and Children conference. Boulder, CO, USA
Rusk, N., Berg, R. & Resnick, M. (2005). Rethinking robotics: engaging girls in creative engineering. Proposal to the National Science Foundation, Cambridge.
Rusk, N., Resnick, M., Berg, R., &
Pezalla-Granlund, M. (2008). New Pathways into Robotics: Strategies for
Broadening Participation. Journal of Science Education and Technology,
vol. 17, no. 1, pp. 59-69.