Combined Unplugged and Educational Robotics Training to Promote Computational Thinking and Cognitive Abilities in Preschoolers
Abstract
:1. Introduction
1.1. Current Evidence of Near-Transfer and Far-Transfer Effects of Coding during Preschool Years
1.2. The Present Study
- Near-transfer effect: Can a combined unplugged coding and ER intervention be effective in teaching 4–5-years-old preschoolers’ coding skills and CT processes?
- Far-transfer effects on cognitive skills: Do the positive effects of the combined unplugged coding plus ER training transfer to 4–5-years-old preschoolers’ response inhibition, planning, and visuo-spatial skills?
2. Method
2.1. Experimental Design
2.2. Participants
2.3. Procedure and Materials
2.3.1. Instructional Design
- Preparatory: activities aimed at ensuring that all children shared a common set of basic skills such as being able to distinguish left and right, basic pattern recognition, etc.;
- Unplugged coding: activities that introduced the concept of code as a precise sequence of instructions executable by mechanical agents that, at this step, were embodied by the children themselves;
- Educational robotics: activities that introduced the BeeBot and Cubetto robots and consisted of activities during which children could program an actual fully mechanical computing agent.
- Goal: ensuring that all children were able to distinguish left-right directions.
- Narrative: an audio message from the bee characters directed the children to the school’s letterbox, where they found the materials for the session.
- Activities: the first activity consisted of a game based on right-left discrimination exercises (e.g., instructors showed left hand, right foot, and the children were asked to move the corresponding body part and name the direction). In the second activity, the children were presented with sheets of papers representing two windows and were asked to open the left/right window to find a hidden figure underneath. The third activity was a game in which the instructors asked the children, one at a time, to pick a fruit randomly placed on a table and place it in a basket set either to the left or the right of the table. At the end of this session, the instructors gave all children a bracelet to put on their left arm to reinforce and aid the recognition of directions during the next sessions.
- Goal: pattern recognition and reproduction of a sequence of instructions.
- Narrative: another vocal message from the bees introduced the concept of code as a sequence that must be executed, in this case reproduced, exactly, step-by-step. The message also introduced the idea of debugging by stressing that errors in coding should not be discouraging and that they may and should be corrected.
- Activities: during the first activity, the children received sheets of paper representing sequences of colors and were asked to reproduce them with toy construction bricks. The bricks were placed in baskets positioned at a certain distance from the table the children were working on, so they had to carefully observe the paper sequence and remember the number of bricks they needed and their colors. Children who committed a mistake in retrieving the bricks would recognize it while building the sequence and could then go back to the basket to fix it. The sequences of colors varied in difficulty starting with just two alternated colors and ending with sequences of all different colors. See Figure 2a for an example of this activity. Similarly, during the second activity, the children were asked to reproduce a “color-code” consisting of a sequence of dots on a 4 × 3 grid drawn on a sheet of paper, with the possibility of having empty tiles (Figure 2b). During the third activity the children reproduced on a 3 × 3 grid the sequence of colors shown on one face of a randomly shuffled Rubik’s cube. Finally, the fourth activity introduced codes composed of graphic symbols: the children were asked to memorize a sequence of four symbols—e.g., moon, star, square, circle—and to retrieve them from a different table, without referencing the target sequence. See Figure 3 for an example.
- Goal: understanding sequences of instructions given in a codified form and applying them to create pixel art;
- Narrative: a series of coded instructions was given by the bees to obtain a numerical code which would be used subsequently to access Cubetto’s spaceship;
- Activities: during the first activity, the children received (1) large sheets of paper representing a 12 × 12 grid; (2) colored paper tiles to set on the grids; and (3) instructions on how to place the tiles on the grid, given in code form. Figure 4 shows an example of how these instructions were given: each row corresponds to a row of the 12 × 12 grid, the numbers indicate how many tiles of a given color should be placed on the row, the children should “execute” the instructions from top to bottom and from left to right. An important detail is that the instructors did not simply explain how to read the coded instructions. Instead, they encouraged the children to reach the conclusion by themselves and helped them by asking questions and giving clues e.g., pointing out the fact that the coded instructions had the same number of rows as the paper grids. After having understood how to execute the coded instructions, the children started composing the pixel art on the paper grid. Figure 5 shows an example of this activity. The second activity of this session was very similar to the first one and served to reinforce the notions to be learned. Figure 6 shows the codified instructions (left) and outcome (right) of this activity.
- Goal: introduction of the navigational instructions used to program BeeBot and Cubetto robots and direct experience of the roles of programmer, robot, execution tracer;
- Narrative: the bees tell the children that they will learn to use code to travel around the solar system; their goal will be reaching the sun without hitting any planet;
- Activities: the activities of these sessions took place on a large grid drawn on the floor by using tape. Each tile of the grid was large enough for a child to stand in it comfortably. The instructors used symbols and drawings to mark some of the tiles of the grid: a starting position, a goal position (the sun) and some obstacle tiles (planets). Moreover, the instructors explained to the children the instructions used to interact with this navigational task. These instructions were represented as arrows drawn on sheets of paper and had a direct correspondence to those used to program BeeBot and Cubetto: “move forward/backward” one tile according to the direction the robot is facing and “turn left/right” ninety degrees, without changing tile. During the activity, the children took turns in impersonating different roles:
- -
- Programmer: tasked with composing a sequence of instructions to guide the robot from the start position to the goal position, without hitting obstacles (planets);
- -
- Robot: tasked with physically executing the instructions given by the programmer, exactly as told, even if this meant “hitting” an obstacle, i.e., walking on a planet tile;
- -
- Tracer: tasked with marking any tile the robot walked on by placing colored breadcrumbs. These breadcrumbs were used to debug programmers’ sequences of instructions. For example, in case of an error, the children could associate each instruction with a breadcrumb and find out which specific instruction caused the robot to hit an obstacle.
- Goal: solving navigational tasks by creating sequences of instructions and moving a pawn to execute them;
- Activities: this session moved the navigational games to a smaller scale and tasked the children with solving navigational puzzles represented on sheets of paper by programming a sequence of instructions and then moving a pawn to execute them.
- Goal: introduction of the BeeBot robots;
- Narrative: this session marked the arrival of the spaceship (Figure 9); the children used the code obtained at the end of Session 4 to open the spaceship, where they finally found the BeeBot robots;
- Activities: this session took a more free-form approach and focused on letting the children interact with the BeeBot robots and get a basic grasp of their functioning.
- Goal: understanding pre-written sequences of instructions and mentally simulating their execution;
- Activities: during this session the children were tasked with reading different sequences of code and then anticipating where they would lead the BeeBot, given a starting position and direction on a 6 × 4 tile map. The instructors helped the children by asking relevant questions and pointing out important details such as the starting direction of the robot, the number of instructions in the sequence, etc. For each sequence of instructions, the children placed a marker on the tile they believed the robot would end up in after the execution of the instructions. Then, taking turns, they input the instructions to the robot, watched the execution and verified whether they had given the correct answer. The sequences of instructions started simple and short and grew in complexity and length: 2 steps forward, 2 steps with a turn in between, etc. See Figure 10.
- Goal: programming BeeBot to solve navigational puzzles.
- Activities: during these sessions, the children took on different roles while solving navigational tasks that required programming sequences of instructions with the goal of moving BeeBot from a starting position to a goal position on a tile-based map.The instructors presented each task by placing a BeeBot on a starting tile and a marker on a goal tile (Figure 11). The children took turns in:
- Writing a sequence of instructions that would take the robot to the goal tile, given its initial position and direction;
- Inputting this sequence of instructions to the BeeBot;
- Verifying each other’s code, e.g., by pointing out possible mistakes.
- Goal: programming Cubetto to navigate through a tile-based map representing different situations, and inventing stories to justify its roaming;
- Narrative: these sessions were the culmination of the overarching story of the training activities; the robot Cubetto finally reached Earth and the children’s school, and the children would now accompany it in its travels. See Figure 12;
- Activities: during these final sessions, the children took turns in solving simple navigational tasks by programming the robot Cubetto. To engage all children, even while waiting their turn to interact with the robot, the instructors encouraged them to invent stories to justify the roaming of Cubetto on a tile-based map in which each tile represented a particular terrain or destination, e.g., the sea, mountains, desert, etc.
2.3.2. Pretest and Posttest Assessment
Coding Skills
- A straight three-tile-long path from the bee to the goal;
- A four-tile-long path with a single turn;
- A six-tile-long c-shaped path with two turns in the same direction;
- A six-tile-long path with three turns in different directions.
- Coding planning time, in seconds: the time from the moment the child received the visual stimulus (i.e., the map of the exercise) and task instructions to the moment s/he drags and drops the first digital code block;
- Coding accuracy, in a numerical score: a score of 2 was given if the child successfully solved the item at first attempt; 1 on solving it at the second attempt; and 0 otherwise.
Executive Functions: Response Inhibition
- Inhibition time, in seconds: the total time to complete the task;
- Inhibition errors: the number of errors and self-corrections made by the child in performing the task.
Executive Functions: Planning
- Planning time, in seconds, from when the trial is shown to the child until s/he makes the first move, pulling the first ball off the stick;
- Planning accuracy: one point was awarded if the child performed the trial correctly in 1 min without breaking any rule; 0 otherwise.
Visuo-Spatial Skills: Mental Rotation
- Visuo-spatial accuracy: one point was awarded for each trial correctly solved in 6 min; 0 otherwise.
3. Results
3.1. Coding Skills
3.2. Response Inhibition
3.3. Planning Skills
3.4. Visuo-Spatial Skills
4. Discussion
4.1. Training Effects on CT Skills
4.2. Cognitive Abilities
5. Limitations and Future Directions
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Variable | Group | ||
---|---|---|---|
Waiting-List (N = 22) | Experimental (N = 25) | ||
M (SD) | M (SD) | t (DF) | |
Age (months) | 64.82 (3.84) | 64.68 (2.72) | 0.14 (45) |
SES | 7.23 (0.75) | 7.04 (1.17) | 0.64 (45) |
Fam Tech | 1.17 (0.89) | 1.48 (0.82) | −1.24 (46) |
Coding Sessions | Macro -Step | Activities |
---|---|---|
Session 1 | Preparatory | Games aimed at developing basic directional skills such as right-left discrimination. |
Sessions 2–3 | Preparatory | Reproducing “color-codes”, i.e., sequences of colors, with construction bricks or colored dots on paper grids. Reproducing sequences of pictorial symbols. |
Sessions 4–5 | Unplugged coding | Understanding sequences of coded instructions and executing them to create pixel art. |
Sessions 6–7 | Unplugged coding | Solving navigational tasks on a child-sized map by taking the roles of programmer, robot, and tracer of execution. |
Session 8 | Unplugged coding | Solving navigational tasks on two-dimensional maps by programming sequences of instructions and executing them by moving a pawn. |
Session 9 | Educational robotics | Familiarization with the BeeBot robots. |
Session 10 | Educational robotics | Reading, understanding, and mentally simulating pre-written sequences of instructions for the BeeBot. |
Sessions 11–12 | Educational robotics | Programming the BeeBot to solve navigational tasks. |
Sessions 13–14 | Educational robotics | Programming Cubetto to solve navigational tasks while inventing stories to justify its travels. |
Closing session | Educational robotics | Metacognitive reflection on the goals of CT and the meaning of programming. |
Variables | Group | Mean (SD) | z Value | ES (r) | |
---|---|---|---|---|---|
T1 | T2 | ||||
Coding Accuracy | Waiting list | 0.61 (0.92) | 0.84 (0.83) | 1.00 | 0.24 |
Experimental | 0.36 (0.73) | 3.38 (2.25) | 3.84 * | 0.87 | |
Coding planning time | Waiting list | 9.17 (4.47) | 6.46 (2.71) | 2.33 | 0.55 |
Experimental | 12.07 (16.18) | 9.04 (5.09) | 0.33 | 0.07 | |
Inhibition errors | Waiting list | 1.94 (1.66) | 2.68 (2.26) | 1.53 | 0.35 |
Experimental | 3.64 (3.22) | 2.71 (1.98) | 1.04 | 0.23 | |
Inhibition time | Waiting list | 52.11 (11.20) | 48.07 (10.44) | 2.42 | 0.57 |
Experimental | 57.34 (15.26) | 48.21 (7.10) | 2.45 | 0.54 | |
Planning accuracy | Waiting list | 2.17 (1.04) | 3.89 (3.99) | 1.75 | 0.32 |
Experimental | 1.95 (1.05) | 3.57 (2.68) | 2.54 | 0.55 | |
Planning time | Waiting list | 4.46 (2.24) | 4.24 (1.41) | 0.81 | 0.19 |
Experimental | 4.32 (1.16) | 5.06 (2.24) | 2.52 | 0.55 | |
Visuospatial skills | Waiting list | 12.21 (3.92) | 14.21 (4.02) | 1.92 | 0.43 |
Experimental | 11.09 (3.96) | 15.57 (4.76) | 3.09 * | 0.69 | |
Variables | Group | Mean (SD) | z value | ES (r) | |
T2 | T3 | ||||
Coding Accuracy | Waiting list | 0.84 (0.83) | 2.58 (2.32) | 2.99 * | 0.71 |
Experimental | 3.38 (2.25) | 2.14 (1.42) | 2.58 | 0.61 | |
Coding planning time | Waiting list | 6.46 (3.11) | 6.49 (3.38) | 0.16 | 0.04 |
Experimental | 9.04 (5.09) | 5.42 (2.35) | 2.42 | 0.53 | |
Inhibition errors | Waiting list | 2.68 (2.26) | 2.37 (1.61) | 0.67 | 0.14 |
Experimental | 2.71 (1.98) | 3.18 (3.32) | 0.10 | 0.05 | |
Inhibition time | Waiting list | 48.07 (10.44) | 45.26 (9.26) | 1.21 | 0.28 |
Experimental | 48.21 (7.10) | 44.13 (10.13) | 1.30 | 0.28 | |
Planning accuracy | Waiting list | 3.89 (3.99) | 5.58 (3.91) | 1.89 | 0.36 |
Experimental | 3.57 (2.68) | 4.73 (3.43) | 1.07 | 0.40 | |
Planning time | Waiting list | 4.24 (1.41) | 4.20 (1.29) | 1.09 | 0.25 |
Experimental | 5.06 (2.24) | 4.09 (1.14) | 0.50 | 0.41 | |
Visuospatial skills | Waiting list | 14.21 (4.02) | 15.95 (3.81) | 1.95 | 0.45 |
Experimental | 15.57 (4.76) | 14.64 (4.26) | 1.07 | 0.24 |
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Montuori, C.; Pozzan, G.; Padova, C.; Ronconi, L.; Vardanega, T.; Arfé, B. Combined Unplugged and Educational Robotics Training to Promote Computational Thinking and Cognitive Abilities in Preschoolers. Educ. Sci. 2023, 13, 858. https://doi.org/10.3390/educsci13090858
Montuori C, Pozzan G, Padova C, Ronconi L, Vardanega T, Arfé B. Combined Unplugged and Educational Robotics Training to Promote Computational Thinking and Cognitive Abilities in Preschoolers. Education Sciences. 2023; 13(9):858. https://doi.org/10.3390/educsci13090858
Chicago/Turabian StyleMontuori, Chiara, Gabriele Pozzan, Costanza Padova, Lucia Ronconi, Tullio Vardanega, and Barbara Arfé. 2023. "Combined Unplugged and Educational Robotics Training to Promote Computational Thinking and Cognitive Abilities in Preschoolers" Education Sciences 13, no. 9: 858. https://doi.org/10.3390/educsci13090858
APA StyleMontuori, C., Pozzan, G., Padova, C., Ronconi, L., Vardanega, T., & Arfé, B. (2023). Combined Unplugged and Educational Robotics Training to Promote Computational Thinking and Cognitive Abilities in Preschoolers. Education Sciences, 13(9), 858. https://doi.org/10.3390/educsci13090858