Educational robotics teaches the design, analysis, application and operation of robots. Robots include articulated robots, mobile robots or autonomous vehicles. Educational robotics can be taught from elementary school to graduate programs. Robotics may also be used to motivate and facilitate the instruction other, often foundational, topics such as computer programming, artificial intelligence or engineering design. [1]
Robotics engineers design robots, maintain them, develop new applications for them, and conduct research to expand the potential of robotics. [2] Robots have become a popular educational tool in some middle and high schools, as well as in numerous youth summer camps, raising interest in programming, artificial intelligence and robotics among students. First-year computer science courses at several universities now include programming of a robot in addition to traditional software engineering-based coursework. [3]
The categories of educational robots seen as having more than one category. It can be alienated into four categories and it is based on their physical design, coding method and educational method is the alienated made. These categories can also be used to determine the type of robot that should be used and it give the needed output for a classroom. Tangibly, coded robots uses a physical means of coding instead of the screens coding. [4]
Leachim, was a robot teacher programmed with the class curricular, as well as certain biographical information on the 40 students whom it was programmed to teach. [5] Leachim could synthesize human speech using Diphone synthesis. [6] It was invented by Michael J. Freeman in 1974 and was tested in a fourth grade classroom in the Bronx, New York. [7]
Since 2014, companies like Cytron Technologies have been making inroads into schools and learning centers with their rero reconfigurable robot. Designed to be easy and safe to assemble and program, robotics became very accessible to young children with no programming skills and even up to advanced users at tertiary level. Robotics education was heavily promoted via roadshows, science fairs, exhibitions, workshops, camps and co-sponsored classes, bringing robotics education to the masses.
From approximately 1960 through 2005, robotics education at post-secondary institutions took place through elective courses, thesis experiences and design projects offered as part of degree programs in traditional academic disciplines, such as mechanical engineering, electrical engineering, industrial engineering or computer science.
Since 2005, more universities have begun granting degrees in robotics as a discipline in its own right, [8] often under the name "Robotic Engineering". Based on a 2015 web-based survey of robotics educators, [9] the degree programs and their estimates annual graduates are listed alphabetically below. Note that only official degree programs where the word "robotics" appears on the transcript or diploma are listed here; whereas degree programs in traditional disciplines with course concentrations or thesis topics related to robotics are deliberately omitted.
Estimated number of robotics degrees conferred annually | ||||||
Institution | Country | A.S. | Minor | B.S. | M.S. | Ph.D. |
Arizona State University | U.S. | - | 20 | 40 | 10 | 4 |
Carnegie Mellon University | U.S. | - | - | - | 79 | 17 |
Georgia Tech | U.S. | - | 160 | - | - | 16 |
Idaho State University | U.S. | 12 | - | - | - | - |
Johns Hopkins University | U.S. | - | 10 | - | 10 | - |
Lake Superior State University | U.S. | - | 20 | - | - | - |
Lawrence Technological University | U.S. | - | - | 10 | - | - |
Millersville University | U.S. | - | - | 10 | - | - |
Northwestern University | U.S. | - | - | - | 14 | - |
Örebro University | Sweden | - | - | - | 5 | 3 |
Oregon State University | U.S. | - | - | - | 10 | 5 |
Roger Williams University | U.S. | - | 10 | - | - | - |
Rose-Hulman Institute of Technology | U.S. | - | 20 | - | - | - |
South Dakota School of Mines and Technology | U.S. | - | 5 | - | 3 | - |
Universidad Politecnica de Madrid | Spain | - | - | - | 30 | 10 |
University of California - Santa Cruz | U.S. | - | - | 10 | - | - |
University of Central Florida | U.S. | - | 5 | - | - | - |
University of Detroit Mercy | U.S. | - | - | 10 | - | - |
University of Genova | Italy | - | - | - | 30 | 35 |
University of Liège | Belgium | - | - | - | 10 | 1 |
University of Massachusetts Lowell | U.S. | - | 20 | - | - | - |
University of Maryland | U.S. | - | - | - | 10 | - |
University of Michigan | U.S. | - | - | - | 10 | 5 |
University of Michigan-Dearborn | U.S. | - | - | 10 | - | - |
University of Montpellier | France | - | - | - | 20 | 20 |
University of Nebraska-Lincoln | U.S. | - | ? | - | - | - |
University of Oldenburg | Germany | - | - | - | 5 | 1 |
University of Pennsylvania | U.S. | - | - | - | 40 | - |
University of Southern California | U.S. | - | - | - | 10 | - |
Worcester Polytechnic Institute | U.S. | - | 10 | 95 | 60 | 5 |
TOTAL NUMBER OF PROGRAMS | 1 | 10 | 7 | 15 | 11 | |
TOTAL NUMBER OF ANNUAL DEGREES | 12 | 265 | 140 | 268 | 83 |
The Robotics Certification Standards Alliance (RCSA) is an international robotics certification authority that confers various industry- and educational-related robotics certifications.
Several summer camp programs include robotics as part of their core curriculum. In addition, youth summer robotics programs are frequently offered by celebrated museums such as the American Museum of Natural History [10] and The Tech Museum of Innovation in Silicon Valley, CA, just to name a few. There are of benefits that come from attending robotics camps. It teaches students how to use teamwork, resilience and motivation, and decision-making. Students learn teamwork because most camps involve exciting activities requiring teamwork. [11] Resilience and motivation is expected because by completing the challenging programs, students feel talented and accomplished after they complete the program. [11] Also students are given unique situations making them make decisions to further their situation. [11]
Educational robotics can be a useful tool in early and special education. [12] According to a journal on new perspectives in science education, educational robotics can help to develop abilities that promote autonomy and assist their integration into society. Social and personal skills can also be developed through educational robotics. [13] Using Lego Mindstorms NXT, schoolteachers were able to work with middle school aged children in order to develop programs and improve the children's social and personal skills. Additionally, problem solving skills and creativity were utilized through the creation of artwork and scenery to house the robots. Other studies show the benefits of educational robotics in special education as promoting superior cognitive functions, including executive functions. This can lead to an increased ability in "problem solving, reasoning and planning in typically developing preschool children." [14] Through eight weeks of weekly forty-five-minute group sessions using the Bee-Bot, an increase in interest, attention, and interaction between both peers and adults was found in the school and preschool-aged children with Down Syndrome. This study suggests that educational robotics in the classroom can also lead to an improvement in visuo-spatial memory and mental planning. Furthermore, executive functions seemed to be possible in one child during this study. [15]
Distance education, also known as distance learning, is the education of students who may not always be physically present at school, or where the learner and the teacher are separated in both time and distance. Traditionally, this usually involved correspondence courses wherein the student corresponded with the school via mail. Distance education is a technology-mediated modality and has evolved with the evolution of technologies such as video conferencing, TV, and the Internet. Today, it usually involves online education and the learning is usually mediated by some form of technology. A distance learning program can either be completely a remote learning, or a combination of both online learning and traditional offline classroom instruction. Other modalities include distance learning with complementary virtual environment or teaching in virtual environment (e-learning).
A teaching method is a set of principles and methods used by teachers to enable student learning. These strategies are determined partly by the subject matter to be taught, partly by the relative expertise of the learners, and partly by constraints caused by the learning environment. For a particular teaching method to be appropriate and efficient it has to take into account the learner, the nature of the subject matter, and the type of learning it is supposed to bring about.
Problem-based learning (PBL) is a teaching method in which students learn about a subject through the experience of solving an open-ended problem found in trigger material. The PBL process does not focus on problem solving with a defined solution, but it allows for the development of other desirable skills and attributes. This includes knowledge acquisition, enhanced group collaboration and communication.
A learning management system (LMS) or virtual learning environment (VLE) is a software application for the administration, documentation, tracking, reporting, automation, and delivery of educational courses, training programs, materials or learning and development programs. The learning management system concept emerged directly from e-Learning. Learning management systems make up the largest segment of the learning system market. The first introduction of the LMS was in the late 1990s. LMSs have been adopted by almost all higher education institutions in the English-speaking world. Learning management systems have faced a massive growth in usage due to the emphasis on remote learning during the COVID-19 pandemic.
Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."
Science, technology, engineering, and mathematics (STEM) is an umbrella term used to group together the distinct but related technical disciplines of science, technology, engineering, and mathematics. The term is typically used in the context of education policy or curriculum choices in schools. It has implications for workforce development, national security concerns, and immigration policy, with regard to admitting foreign students and tech workers.
Digital literacy is an individual's ability to find, evaluate, and communicate information using typing or digital media platforms. It is a combination of both technical and cognitive abilities in using information and communication technologies to create, evaluate, and share information.
Inquiry-based learning is a form of active learning that starts by posing questions, problems or scenarios. It contrasts with traditional education, which generally relies on the teacher presenting facts and their knowledge about the subject. Inquiry-based learning is often assisted by a facilitator rather than a lecturer. Inquirers will identify and research issues and questions to develop knowledge or solutions. Inquiry-based learning includes problem-based learning, and is generally used in small-scale investigations and projects, as well as research. The inquiry-based instruction is principally very closely related to the development and practice of thinking and problem-solving skills.
An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.
Robotics is the interdisciplinary study and practice of the design, construction, operation, and use of robots.
Challenge-based learning (CBL) is a framework for learning while solving real-world Challenges. The framework is collaborative and hands-on, asking all participants to identify Big Ideas, ask good questions, discover and solve Challenges, gain in-depth subject area knowledge, develop 21st-century skills, and share their thoughts with the world.
TETRIX Robotics consists of two robotic kits by Pitsco Education. The two sets are the TETRIX MAX building system and the TETRIX PRIME building system. They are intended to be used as educational robotics and for competitions such as the FIRST Tech Challenge.
CH is a proprietary cross-platform C and C++ interpreter and scripting language environment. It was originally designed by Harry Cheng as a scripting language for beginners to learn mathematics, computing, numerical analysis, and programming in C/C++. Ch is now developed and marketed by SoftIntegration, Inc., with multiple versions available, including a freely available student edition, and a CH Professional Edition for Raspberry Pi which is free for non-commercial use.
John Matthew Hollerbach is a professor of computer science and research professor of mechanical engineering at the University of Utah. He is the editor of The International Journal of Robotics Research, a Senior Editor of Presence: Teleoperators & Virtual Environments, and a Governing Board member of the electronic journal Haptics-e.
Bashir Mohammed Ali Al-Hashimi is a computer engineering researcher, academic, entrepreneur and higher education leader. He is Vice President and ARM Professor of Computer Engineering at King's College London in the United Kingdom. He was the co-founder and co-director of the ARM-ECS Research Centre, an industry-university collaboration partnership involving the University of Southampton and ARM. He is actively involved in promoting science and engineering for young people and regularly contributes to engineering higher education and skills national debates. He is the chair of the Engineers 2030 working group, a national campaign overseen by the National Engineering Policy Centre and led by the UK Royal Academy of Engineering. The campaign centres around accelerating change and the future workforce of engineering.
Social media in education is the use of social media to enhance education. Social media is "a group of Internet-based applications...that allow the creation and exchange of user-generated content". It is also known as the read/write web. As time went on and technology evolved, social media has been an integral part of people's lives, including students, scholars, and teachers in the form of social media. However, social media is controversial because in addition to providing new means of connection, critics claim that it damages self-esteem, shortens attention spans, and increases mental health issues.
Learning Engineering is the systematic application of evidence-based principles and methods from educational technology and the learning sciences to create engaging and effective learning experiences, support the difficulties and challenges of learners as they learn, and come to better understand learners and learning. It emphasizes the use of a human-centered design approach in conjunction with analyses of rich data sets to iteratively develop and improve those designs to address specific learning needs, opportunities, and problems, often with the help of technology. Working with subject-matter and other experts, the Learning Engineer deftly combines knowledge, tools, and techniques from a variety of technical, pedagogical, empirical, and design-based disciplines to create effective and engaging learning experiences and environments and to evaluate the resulting outcomes. While doing so, the Learning Engineer strives to generate processes and theories that afford generalization of best practices, along with new tools and infrastructures that empower others to create their own learning designs based on those best practices.
Frank L. Lewis is an American electrical engineer, academic and researcher. He is a professor of electrical engineering, Moncrief-O’Donnell Endowed Chair, and head of Advanced Controls and Sensors Group at The University of Texas at Arlington (UTA). He is a member of UTA Academy of Distinguished Teachers and a charter member of UTA Academy of Distinguished Scholars.
TIMS, or Telecommunication Instructional Modeling System, is an electronic device invented by Tim Hooper and developed by Australian engineering company Emona Instruments that is used as a telecommunications trainer in educational settings and universities.
Marina Umaschi Bers is the Augustus Long Professor of Education at Boston College. Bers holds a secondary appointment in Boston College's Department of Computer Science. Bers directs the interdisciplinary DevTech Research Group, which she started in 2001 at Tufts University. Her research involves the design and study of innovative learning technologies to promote children's positive development. She is known for her work in the field of early childhood computer science with projects of national and international visibility. Bers is the co-creator of the free ScratchJr programming language, used by 35 million children, and the creator of the KIBO robotic kit, which has no screens or keyboards.