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Children Learning From Team Robotics RoboCup Junior 2000

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Title: Children Learning From Team Robotics RoboCup Junior 2000


1
Children Learning From Team Robotics- RoboCup
Junior 2000
  • Elizabeth I. Sklar
  • Jeffrey H. Johnson
  • Henrik Hautop Lund

2
Abstract
  • RoboCup Junior is a division of the international
    RoboCup initiative. Its a competition for
    children that involves various competitive and
    cooperative robot challenges.
  • This study intends to prove that there is an
    enormous educational value for children involved
    in team robotics- both academically and in terms
    of their personal development.
  • This study was conducted at the first
    international RoboCup Jr Tournament (held at
    Melbourne, Australia in Sept. 2000). This was the
    third international event at RoboCup-2000. About
    40 teams of 8 to 19 year olds participated in 3
    challenges. Twelve of the teachers who entered
    teams were interviewed with the goal of
    investigating the educational value of RoboCup Jr.

3
Introduction
  • Robotics is becoming widely applied across many
    domains and in many subtle forms.
  • Today, many instances of automation are rapidly
    spreading throughout our daily life, and it is
    growing increasingly important that the average
    citizen becomes comfortable with the notion of
    interacting with robots. The more society and our
    children know about robots, the better.
  • The RoboCup initiative was founded at the
    International Joint Conference on Artificial
    Intelligence (IJCAI) in 1997 by Hiroaki Kitano.
  • It is an international effort whose purpose is to
    foster artificial intelligence and robotics
    research by providing a standard problem where a
    wide range of technologies can be integrated and
    examined.
  • The ultimate goal of RoboCup is to produce, by
    the middle of the 21st century, a team of fully
    autonomous humanoid robot soccer players capable
    of winning a soccer game against the human world
    champions.
  • RoboCup differs from computer chess because
    agents act in real-time, dynamic environment,
    where decisions must be made with incomplete
    information, control of various components may be
    distributed and communication between agents is
    an important factor.

4
  • RoboCup serves the research community as well as
    offering an understandable and approachable
    environment for bringing discussions of robotics
    technology to the level of the lay person.
  • The RoboFesta movement was started in Japan in
    1998 and puts forth the belief that it is
    necessary to be pro-active in making children-
    and society in general- comfortable with science
    and technology, by making technological subjects
    exciting and attractive through organized,
    approachable robot games.
  • RoboCup Jr was introduced by Henrik Hautop Lund
    in Paris at RoboCup-1998. It demonstrated robot
    soccer players using the LEGO platform.
  • The first official childrens LEGO-based robot
    soccer game was held in Stockholm in 1999. A
    special electronic soccer ball that emits
    infrared light was used because it can be seen by
    LEGO robots more easily than the fluorescent
    colored balls typically used by the senior
    RoboCup leagues.
  • Although the children knew nothing about the LEGO
    robotics system at the start of the 1 day
    workshop in Amsterdam (May 2000), they quickly
    learned how to program sequences of high-level
    commands. By lunchtime they had working hardware
    and software and by the afternoon, a competition
    was held.

5
  • However, the question arises as to what the
    children are learning from these activities.
  • Jane Healy, a specialist in educational
    computing, suggests that no more than 10 of the
    available software for children has any
    educational value. Therefore, Its false that
    just interacting with technical things leads to
    learning something worthwhile.
  • The conclusions are tentative because twelve is a
    very small sample size and the sample is biased
    based on respondents selections.
  • However, the results show that robot competition
    can have a very high educational and personal
    development outcome as well as fulfilling
    requirements of local curricula.

6
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7
Background
  • Constructionism Children learn best when they
    are actively involved in building something that
    is meaningful to themselves.
  • Despite the vast and varied hardware and software
    introduced during the last two decades, the order
    of magnitude improvement in student performance
    that many expected as a result of integrating
    technology in the classroom is still not evident.
    Some reasons for this include
  • Educational software has exploded too fast,
    without enough pedagogy behind software or
    developmental psychology supporting schools
    technology integration decisions.
  • Teachers find a shortage of quality software
    tools and curricula to make use of net
    connections.
  • Computer software and hardware become obsolete
    every 30 months, too swift of a change for most
    schools to handle economically.
  • Most learning systems have not been successfully
    deployed in practical environments, in spite of
    expensive resources and years of research. Some
    reasons for this include
  • The underlying methodologies for developing most
    learning systems were not designed from an
    educational viewpoint.
  • The development of most learning systems has left
    out the needs of teachers and students. The
    extensive efforts to build intelligent tutoring
    systems were too focused on their own needs as
    researchers, and made no attempt to address the
    curricular needs of teachers.

8
  • Many believe that the secret to education is
    motivating the student. Researchers in human
    learning have been trying to identify the
    elements of electronic environments that work to
    captivate young learners.
  • Thomas Malone outlined several key factors that
    make electronic games intrinsically motivating.
    These are challenge, fantasy and curiosity.
    Challenge involves games having an obvious goal
    and an uncertain outcome. Fantasy involves
    building the educational task into the game so
    that the skills being learned are an inherent
    part of the games fantasy. Curiosity involves
    novel and surprising elements, both sensory and
    cognitive. Also, the interaction with other
    humans contributes positively to students
    motivation.
  • Howard Gardner put forth his theory of multiple
    intelligences. This says that each human mind
    has a unique combination of talents expressed
    across a wide range of education and has helped
    drive the trend in classrooms toward teamwork and
    projects that encourage and motivate different
    children with different needs.
  • RoboCup Jr may bring together many of these
    ideas. The involvement of classroom teachers
    helps integrate the initiative effectively into
    curriculum. The motivational aspects of the
    challenge, fantasy and curiosity are neatly
    encompassed in the robot soccer game. The
    emphasis on teamwork allows children with a
    variety of interests and abilities an opportunity
    to pick their own challenges while contributing
    to the progress of the whole. The results
    presented in this report show that these goals-
    identified through research into the current and
    historical state of the integration of technology
    and education- may be successfully met through
    the RoboCup Jr. initiative.

9
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10
Sampling, bias and generalisation
  • The sample was selected from a very biased subset
    of the population of all teachers. The teachers
    selected were more technically competent,
    energetic and adventuresome than most.
  • The respondents being interviewed were teachers
    who believed in the initiative because they chose
    to enter the tournament. The teachers were often
    biased towards high technical competence- most
    teach science and/or technology several have
    degrees in engineering.
  • The selection of the twelve teachers being
    interviewed was opportunistic. Teachers were
    approached when they were not busy with their
    teams and asked for the 40 minutes interview. In
    this study, 9 out of the 13 teachers
    participating in the soccer challenge were
    interviewed.
  • Therefore, the results are thus too limited to
    generalise (i.e. cant say if the observations
    made in the Melbourne competition apply to others
    around the world). The study was able to result
    in useful systematic knowledge that can be used
    as the basis for continued examination in the
    future (i.e. investigate related events in New
    York, London, Tokyo, and other places around the
    world).
  • The study shows that team robotics had certain
    characteristics a special group of teachers and
    students. There is a consensus among the teachers
    that there may be some underlying trends that may
    generalise over a larger, more comprehensive
    sample.
  • Need further research if the systematic trends
    observed in the biased sample in Melbourne
    generalise to other places.

11
Results
  • Observations from the Survey (see Table 1)
  • Most of the teams worked both inside and outside
    the classroom.
  • In most cases, some form of robotics was already
    part of each schools curriculum.
  • Less than 10 of the participating children where
    girls, but most teachers surmised that expansion
    of the dance challenge may encourage girls in the
    future.
  • RoboCup Jr may help with numeracy and literacy.
  • All of the teachers would like to compete locally
    next year and most would like to participate
    internationally (budgets limit this). LITERACY.
    The sample was selected from a very biased subset
    of the population of all teachers. The teachers
    selected were more technically competent,
    energetic and adventuresome than most.

12
  • Conclusions from the Survey (see Table 1)
  • All of the teachers thought RoboCup Jr. had
    educational value.
  • About half of the teachers thought the children
    participated behaved better during their
    preparation for the competition than they did
    during other class activities.
  • Most teachers though RoboCup Jr was helpful in
    other areas of the students schooling. Some
    parents and other teachers expressed concern over
    the time taken away from other lessons in
    preparation for RoboCup.
  • All of the teachers commented on the beneficial
    lessons in regard to teamwork resulting from
    their students participation in RoboCup Jr.
  • All the teachers reported that the RoboCup Jr.
    competition was a motivating factor because it is
    an international even and it imposes an absolute
    deadline and gives children an entry level role
    in the complex and stimulating field of robotics
    research.
  • Most of the teachers thought participation in
    RoboCup Jr. helped their students improve their
    technical skills.
  • All the teachers thought that participation in
    RoboCup Jr. contributed positively to the
    personal development of their children.

13
Discussion
  • Working alongside the senior competitors was a
    tremendous motivating factor for the teachers and
    students. The experience of attending a
    high-quality, international research forum served
    to introduce the students to possible career
    paths and showed them directions that they might
    not otherwise see until partway through their
    undergraduate education.
  • Attempts are being made to develop other
    platforms that are suitable for school children.
    In the study, some teams used LEGO without
    modifications and others made considerable
    mechanical and electronic developments.
  • In the study, no girls attended the robot soccer
    or sumo tournament. Girls did participate in the
    dance challenge, which was restricted to primary
    age children (12 years and under). This increased
    participation could either be due to the nature
    of the dance challenge, the younger age group, or
    both.
  • The dance challenge in Melbourne showed that (at
    least younger) girls will engage in robotics, and
    they appear to extend the field into creative
    areas which boys do not. Without doubt, some of
    the most creative and innovative aspects of
    RoboCup Jr 2000 were exhibited during the dance
    challenge.

14
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15
  • The FIRST LEGO League (FLL) is another
    educational robotics competition that has engaged
    10,000-20,000 children in the U.S, Singapore,
    China, Denmark, and Norway.
  • Both RoboCup Jr. and FLL use LEGO MINDSTORMS. We
    cannot conclude as to whether the use of specific
    hardware and software tool plays a major roles in
    the results obtained.
  • Both competitions center around friendly but
    competitive events that offer motivational
    factors such as deadlines and opportunities to
    share technology with others. RoboCup Jr. sits
    as the entry-level to the senior division of the
    overall RoboCup initiative.
  • The 1999 FLL Survey showed very similar results
    to this present study
  • 97 of coaches said that FLL increases
    childrens interest in science and math.
  • 95 said FLL provided information to children
    about careers in technology fields.
  • 77 of FLL teams were formed as an
    extra-curricular activity.
  • 12 used FLL to teach science, math, writing,
    reading, history, and social studies.
  • 24 of those who used FLL to teach curricula also
    used it to teach other soft skills (e.g. time
    management, public speaking, group dynamics,
    Computer Science, engineering, technology).

16
  • The results of the FLL survey may indicate that
    educational robotic projects with appropriate
    construction toys can be highly educational,
    rather than indicating that the RoboCup Jr task
    itself is the essential ingredient for achieving
    educational benefits.
  • The enthusiasm and positive outcomes presented in
    the study may be a manifestation of the Hawthorn
    effect.
  • Hawthorn effect intervening in a social system
    can in itself produce positive changes, because
    the people in that system may be encouraged by
    the extra and unusual attention they are
    receiving.
  • The Hawthorn effect may underlie the positive
    outcomes reported by the teachers the unusual
    attention and extra resources experienced by the
    children might in themselves have been
    responsible for the positive outcomes.

17
Conclusions
  • RoboCup Jr. is very positive because
  • RoboCup Jr. fits in with existing robotics
    curriculum.
  • RoboCup Jr. is seen to be highly educational.
  • RoboCup Jr. is highly motivating for
    participants.
  • RoboCup Jr. advances both academic and personal
    development skills.
  • RoboCup Jr. may help with numeracy and literacy.
  • RoboCup Jr. teaches teamwork and tolerance of
    others.
  • RoboCup Jr. may attract girls into robotics, as
    well as boys.
  • If these attributes generalise to other teachers
    in other school systems, it could be seen that
    RoboCup Jr. is a very positive educational
    initiative. However, the conclusions are
    tentative since they are based on such limited
    data.
  • A follow-up study will be conducted at the
    international RoboCup Jr. tournament in Seattle
    in August 2001 (RoboCup-2001).

18
Bibliography
  • Sklar, E.I., Johnson, J.J. and Lund, H.H. (2000),
    Children Learning From Team Robotics RoboCup
    Junior 2000, Educational Research Report, The
    Open University, Milton Keynes, UK.
  • http//www.daimi.au.dk/hhl/RoboCupJr/RoboCupJr_re
    port.html
  • http//www.ifi.ntnu.no/petrovic/robocup99/
  • http//satchmo.cs.columbia.edu/rcj/rcj2003/soccer.
    html
  • http//satchmo.cs.columbia.edu/rcj/rcj2003/dance.h
    tml
  • http//www.tsof.edu.au/events/robocupjr/gallery/
  • http//ascii24.com/news/i/topi/article/2000/03/21/
    images/images610769.jpg
  • http//robotics.me.es.osaka-u.ac.jp/masutani/Robo
    Cup2000/830/img_0419.jpg
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