机器人游戏:从具体认知的角度分析断开连接的计算机活动。

M. Romero, M. Duflot, Thierry Viéville
{"title":"机器人游戏:从具体认知的角度分析断开连接的计算机活动。","authors":"M. Romero, M. Duflot, Thierry Viéville","doi":"10.26220/REV.3089","DOIUrl":null,"url":null,"abstract":"Unplugged computing activities became popular at the same time as the introduction of computer science learning at school. In this article we analyze the educational opportunities yielded by computer unplugged activities from the perspective of educational sciences. Theories related to embodied cognition are used here as a framework to analyse unplugged activities such as the robot game, where a student acts as a programmer and the other as a programmable object, such as a robot. This robot game allows us to discuss the potential of unplugged computing activities in connection with the learning of orientation in space, including the transformation from the plane to the three-dimensional space, taking the embodied cognition potential into account.","PeriodicalId":30116,"journal":{"name":"Review of Science Mathematics and ICT Education","volume":"13 1","pages":"35-49"},"PeriodicalIF":0.0000,"publicationDate":"2019-09-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Le jeu du robot : analyse d’une activité d’informatique débranchée sous la perspective de la cognition incarnée.\",\"authors\":\"M. Romero, M. Duflot, Thierry Viéville\",\"doi\":\"10.26220/REV.3089\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Unplugged computing activities became popular at the same time as the introduction of computer science learning at school. In this article we analyze the educational opportunities yielded by computer unplugged activities from the perspective of educational sciences. Theories related to embodied cognition are used here as a framework to analyse unplugged activities such as the robot game, where a student acts as a programmer and the other as a programmable object, such as a robot. This robot game allows us to discuss the potential of unplugged computing activities in connection with the learning of orientation in space, including the transformation from the plane to the three-dimensional space, taking the embodied cognition potential into account.\",\"PeriodicalId\":30116,\"journal\":{\"name\":\"Review of Science Mathematics and ICT Education\",\"volume\":\"13 1\",\"pages\":\"35-49\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-09-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Review of Science Mathematics and ICT Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.26220/REV.3089\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Review of Science Mathematics and ICT Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.26220/REV.3089","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6

摘要

在学校引入计算机科学学习的同时,无插电计算活动也变得流行起来。在这篇文章中,我们从教育科学的角度分析了计算机不插电活动所带来的教育机会。与具体认知相关的理论在这里被用作分析不受约束的活动的框架,例如机器人游戏,其中一个学生充当程序员,另一个充当可编程对象,例如机器人。这个机器人游戏使我们能够讨论与空间定向学习相关的不插电计算活动的潜力,包括从平面到三维空间的转换,同时考虑到所体现的认知潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Le jeu du robot : analyse d’une activité d’informatique débranchée sous la perspective de la cognition incarnée.
Unplugged computing activities became popular at the same time as the introduction of computer science learning at school. In this article we analyze the educational opportunities yielded by computer unplugged activities from the perspective of educational sciences. Theories related to embodied cognition are used here as a framework to analyse unplugged activities such as the robot game, where a student acts as a programmer and the other as a programmable object, such as a robot. This robot game allows us to discuss the potential of unplugged computing activities in connection with the learning of orientation in space, including the transformation from the plane to the three-dimensional space, taking the embodied cognition potential into account.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
1.00
自引率
0.00%
发文量
0
审稿时长
20 weeks
期刊最新文献
ICT Education: 50th Annual Conference of the Southern African Computer Lecturers' Association, SACLA 2021, Johannesburg, South Africa, July 16, 2021, Revised Selected Papers ICT Education: 51st Annual Conference of the Southern African Computer Lecturers' Association, SACLA 2022, Cape Town, South Africa, July 21–22, 2022, Revised Selected Papers Teacher education, students' autonomy and digital technologies: A case study about programming with Scratch ICT Education: 49th Annual Conference of the Southern African Computer Lecturers' Association, SACLA 2020, Virtual Event, July 6–9, 2020, Revised Selected Papers Young children’s graphical sign lexicons and the emergence of mathematical symbols
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1