Exploration of Applying Lego NXT and Arduino in Situated Engineering Teaching: A Case Study of a Robotics Contest at King Saud University

H. Marouani
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引用次数: 4

Abstract

Saudi students in engineering courses suffer from a lack of science, technology, engineering, and mathematics (STEM) knowledge due to the teaching philosophy and programs offered in secondary and intermediate schools. This weakness naturally impacts their motivation, grades, and their relationship with teachers. In this paper, we introduce a new experimental teaching experience in the Applied Mechanical Department of the Applied Engineering College of King Saud University, based on situated learning theory, which emphasizes that knowledge must be learned in constructed situational context). This experience involved introducing Lego NXT and Arduino to enhance the enthusiasm and interest of students through designing and building robots in agreement with the “Introduction to design” course syllabus. Two experimental challenges were associated with: the line-follower problem and the maze problem. These challenges took the form of an internal completion at the end of each semester. The experience was conducted for two consecutive terms (30 students, the academic year 2019-2020), and the results were compared to those in six previous terms (100 students, academic years from 2016 to 2019). The experimental group demonstrated grades improvement (course mean grade rose from 77.1 to 85.3), the progress of academic achievement, and interest that enables them to actively explore and construct knowledge.
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乐高NXT与Arduino在情境工程教学中的应用探索——以沙特国王大学机器人竞赛为例
由于中学和初中的教学理念和课程,学习工程课程的沙特学生缺乏科学、技术、工程和数学(STEM)知识。这种弱点自然会影响他们的学习动机、成绩以及与老师的关系。本文以情境学习理论为基础,介绍了沙特国王大学应用工程学院应用机械系的实验教学新经验。情境学习理论强调知识必须在建构的情境情境中学习。这次经历包括介绍乐高NXT和Arduino,通过设计和建造机器人来提高学生的热情和兴趣,符合“设计导论”课程大纲。有两个实验挑战与之相关:随行问题和迷宫问题。这些挑战在每个学期结束时以内部完成的形式出现。该实验连续进行了两学期(30名学生,2019-2020学年),并将结果与前六学期(100名学生,2016 - 2019学年)的结果进行了比较。实验组学生成绩有所提高(课程平均成绩从77.1分提高到85.3分),学业成绩有所进步,学习兴趣增强,能够积极探索和建构知识。
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