OZOBOT CODING CHALLENGES IN ELEMENTARY SCHOOL INFORMATICS
Krisztina Czakóová, Márk Csóka
- 发表年份
- 2022
- 引用次数
- 3
摘要
The need for sophisticated problem-solving skills constantly grows and slowly turns into an expected output of the institutional education. To achieve this goal, we recommend applying activation methods during the teaching of programming in school informatics. Such method is introducing pupils to gradually more difficult tasks and challenges which coincides with techniques of deep learning. In this paper we describe the possibilities and coding levels of the programmable robotic toy Ozobot Evo 1-inch STEAM robot. This device brings learners practical experience with coding and basics in programming. We discuss the possibilities of developing programming skills and approaches. Establishing the fundamentals of creative thinking in pupils of primary school informatics lessons was one of our desired goals. These experiential activities engage beginners in programming by following drawn lines and executing commands by colour codes. The use of block programming in the OzoBlockly environment enables communication with the robot even for advanced programmers. Learners can also explore the OzoBlockly challenges from the Ozobot Simulator too. They can run the program to watch what they have coded for the Ozobot. This way programming is enhanced with visual learning capabilities and applicable in the virtual (online) learning space. Parallel execution of the program helps to visualize the individual stages of problem solving. The Ozobot Simulator can also be used with an Ozobot device via Bluetooth connection.
关键词
相关论文
Statistical Learning Theory
Yuhai Wu, Vladimir Vapnik
1999
Artificial intelligence: a modern approach
1995
Fractional Differential Equations
Igor Podlubný
2025
Applied Nonlinear Control
Jean-Jacques Slotine, Weiping Li
1991