Obotics and Virtual Worlds: An Experiential Learning Lab

Caci, A; Chiazzese, G

Risultato della ricerca: Chapter

8 Citazioni (Scopus)

Abstract

Aim of the study was to investigate the cognitive processes involved and stimulated by educational robotics (LEGO® robots and Kodu Game Lab) in lower secondary school students. Results showed that LEGO® and KGL artifacts involve specific cognitive and academic skills. In particular the use of LEGO® is related to deductive reasoning, speed of processing visual targets, reading comprehension and geometrical problem solving; the use of KGL is related to visual-spatial working memory, updating skills and reading comprehension. Both technologies, moreover, are effective in the improvement of visual-spatial working memory. Implications for Human-Robot Interaction and BICA challenge are discussed.
Lingua originaleEnglish
Titolo della pubblicazione ospiteAdvances in Intelligent Systems and Computing
Pagine83-87
Numero di pagine5
Stato di pubblicazionePublished - 2013

    Fingerprint

All Science Journal Classification (ASJC) codes

  • Control and Systems Engineering
  • Computer Science(all)

Cita questo

Caci, A; Chiazzese, G (2013). Obotics and Virtual Worlds: An Experiential Learning Lab. In Advances in Intelligent Systems and Computing (pagg. 83-87)