|Publication status||Published - 15 Oct 2014|
|Event||SIGITE Annual Conference on Information Technology Education - Atlanta, United States|
Duration: 15 Oct 2014 → 18 Oct 2014
|Conference||SIGITE Annual Conference on Information Technology Education|
|Period||15/10/14 → 18/10/14|
Access to Document
The practical application of LEGO® MINDSTORMS® robotics kits: does it enhance undergraduate computing students' engagement in learning the Java programming language? / Tsang, Ethan; Gavan, Collette; Anderson, Mark.2014. 121-126 Paper presented at SIGITE Annual Conference on Information Technology Education, Atlanta, United States.
Research output: Contribution to conference › Paper
TY - CONF
T1 - The practical application of LEGO® MINDSTORMS® robotics kits: does it enhance undergraduate computing students' engagement in learning the Java programming language?
AU - Tsang, Ethan
AU - Gavan, Collette
AU - Anderson, Mark
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PY - 2014/10/15
Y1 - 2014/10/15
N2 - This research investigates the extent to which the practical application of robotics affects undergraduate computing students' engagement in learning the Java programming language. Current literature suggests that the practical application of objects enables students to engage and understand concepts within engineering, robotics and computing disciplines easier than purely theoretical teaching methods. This research measures student engagement based on affective, behavioural, cognitive and performance engagement factors. Questionnaires, interviews and observations were exercised in order to explore the reasons that student engagement is affected. The findings suggest that the LEGO® MINDSTORMS® robotics are positively engaging students to learn the Java programming language at an undergraduate level. Negative aspects, of limitations and non-participation, may be explained through external factors including the structure of the module and peer and social pressure.
AB - This research investigates the extent to which the practical application of robotics affects undergraduate computing students' engagement in learning the Java programming language. Current literature suggests that the practical application of objects enables students to engage and understand concepts within engineering, robotics and computing disciplines easier than purely theoretical teaching methods. This research measures student engagement based on affective, behavioural, cognitive and performance engagement factors. Questionnaires, interviews and observations were exercised in order to explore the reasons that student engagement is affected. The findings suggest that the LEGO® MINDSTORMS® robotics are positively engaging students to learn the Java programming language at an undergraduate level. Negative aspects, of limitations and non-participation, may be explained through external factors including the structure of the module and peer and social pressure.
U2 - 10.1145/2656450.2656454
DO - 10.1145/2656450.2656454
M3 - Paper
SP - 121
EP - 126
T2 - SIGITE Annual Conference on Information Technology Education
Y2 - 15 October 2014 through 18 October 2014