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The use of LEGO Mindstorms in elementary and secondary education: game as a way of triggering learning

Iraklis Markelis, Stavros Demetriadis

Year
2008
Citations
55

Abstract

In this work we present a didactic approach that i nvestigates the effectiveness of using the Lego Mindstorms robots a s tools for introducing students to basic concepts of programming through game play activity. Our approach comprises collaborative and entertaining f eatures and emphasizes the element of competition between student groups in el ementary and secondary education. Overall, the paper provides research evi dence that approaching learning as an entertaining activity, through the u se of LM robots and the spirit of team competition, offers a pleasant, creative an d effective method of instruction for the acquisition of introductory pro gramming knowledge.

Keywords

Competition (biology)RobotMathematics educationComputer scienceClass (philosophy)Game playHuman–computer interactionArtificial intelligencePsychologyEcology

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