The Proceedings of the Information Systems Education Conference 2004: §3154
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| Sat, Nov 6, 9:00 - 9:25, Astor Room Paper (refereed)
| Recommended Citation: Drew, J, M Esposito, and C Perakslis. Utilization of Robotics in Higher Education. In The Proceedings of the Information Systems Education Conference 2004, v 21 (Newport): §3154. ISSN: 1542-7382. (A later version appears in Information Systems Education Journal 4(2). ISSN: 1545-679X.)
| Recipient of Meritorious Paper Award
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Utilization of Robotics in Higher Education
| | John Drew [a1] [a2]
School of Management & Aviation Science
Bridgewater State College [u1] [u2]
Bridgewater, Massachusetts, USA [c1] [c2]
Michael Esposito [a1] [a2]
School of Management & Aviation Science
Bridgewater State College [u1] [u2]
Bridgewater, Massachusetts, USA [c1] [c2]
Christine Perakslis [a1] [a2]
School of Management & Aviation Science
Bridgewater State College [u1] [u2]
Bridgewater, Massachusetts, USA [c1] [c2]
|
The use of technology in the classroom has evolved from the most primitive to the widespread use of personal computers. One of the trends in technological advancements to enter the classroom is the use of robotics. The relationship between robotics and education spans many years. This paper details Papert's Constructionism theory defining learning as being more effective when students are "constructing" or "doing" activities that are personally meaningful. Research includes assessment of experiences of this method of teaching Information Technology through robotics at such institutions as West Point, Reykjavik University and University of South Florida. Based on the experiences reported at the various institutions, authors conclude with recommendations to Bryant College as the college launches an integration of the utilization of robotic components into the Information Technology curriculum to more effectively introduce students to Information Technology concepts.
Keywords: higher education, team-building, robotics, Information Technology, Seymour Papert, Constructionism, programming, instructional innovation, LEGOŽ Mindstorms
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