Abstract
Many constructivist technologies allow students to improve problemsolving strategies and learning in educational settings, encouraging teamwork and creativeness. Hence, in didactic contexts, the building, design and programming of Lego® MindStormsTM robots entertain students, stimulating technological and social factors. In this paper, we investigated the knowledge acquisition of a Lego Robotics system in University students, who had to create a robot able to take part in a race and avoid an obstacle placed in an arena. The learners’ documentation of each phase of the task (reports, schemes, photos and videos) was analyzed as cognitive fingerprints of subjects’ mental activities.
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Bilotta, E., Gabriele, L., Servidio, R., Tavernise, A. (2009). Edutainment Robotics as Learning Tool. In: Pan, Z., Cheok, A.D., Müller, W., Chang, M. (eds) Transactions on Edutainment III. Lecture Notes in Computer Science, vol 5940. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-11245-4_3
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DOI: https://doi.org/10.1007/978-3-642-11245-4_3
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