K-12 Agile Learning with Educational Software and
Robotics Technology
Antonios J. Konstantaras
Department of Electronic Engineering
Hellenic Mediterranean University
Chania, Greece
akonstantaras@hmu.gr
Lefteris Doitsidis
School of Production Engineering and
Management
Technical University of Crete
Chania, Greece
edoitsidis@tuc.gr
Emmanuel Maravelakis
Department of Electronic Engineering
Hellenic Mediterranean University
Chania, Greece
marvel@hmu.gr
Nikolaos Spanoudakis
Senior Member, IEEE
School of Production Engineering and
Management
Technical University of Crete
Chania, Greece
nispanoudakis@tuc.gr
Giorgos Giannakakis
Biomedicine Laboratory
Foundation for Research and
Technology-Hellas
Heraklion, Greece
ggian@ics.forth.gr
Edward Duca
Department of Mathematics and
Science Education
University of Malta
Msida, Malta
edward.duca@um.edu.mt
Abstract—This article discusses the application of agile
learning Scrum sprints targeted to K-12 primary education
students using educational robotics. Educational robotics are a
suitable tool for learning via experimentation, trial & error and
retrial, which when inflicted in a form of game-play becomes
pleasantly adopted by the students. This has been conducted by
implementing carefully designed cumulative sprints which are
repeating a certain agile learning process that breaks a larger
problem into smaller parts/milestones, designing algorithms as
to how to proceed step-by step towards solving the larger overall
problem. This is done by evaluating and re-evaluating the
progress of every step, until an outcome has been reached and
reflected upon. The aforementioned process applies both and
equally to tutors and students, individually and as team
members, respectfully. Results of the application of agile
learning in K-12 educational robotics demonstrate the ability of
young K-12 students to cope and realize educational robotics
construction, system understanding and algorithm design and
implementation via Scratch 3 programming.
Keywords—agile learning sprints, educational robotics, K-12
software engineering, Scrum, STEM education
I. INTRODUCTION
The work presented investigates the application of agile
learning methodologies using sprints based on Scratch 3
programming language and WeDo 2.0 educational robotics,
targeted at K-12 students in primary education. Standard
teaching methods have emerged from excellent practices of
the previous century [1]. These practices rely upon a
unidirectional flow of information from the tutor to the
students. The tutors are supplying knowledge to the students
who act solely as receivers, reproducing and coping what is
being taught. Traditional teaching methods are mainly
governed by rather inflexible programs of study with set and
often strict deadlines and evaluations only from the side of the
teacher.
The latest pandemic brought rise to an opportunity
for most students, and parents alongside them, to obtain
resources on information and communication technologies
(ICT) along with access to the internet, which enabled them,
from a very young age, to familiarize themselves with these
technologies [2]. This abrupt adoption of distance
learning in K-12 students’ life left little time to
prepare for the transition
,(((
between these two modes of study. As a result, most of the
learning on how to use ICT occurred mostly by trial and error.
These benefits though, were not in vain and are now being
carried along as skills by the students that are now returning
in person to on-site school classes.
Educational robotics provide a suitable [3] tool for
continuing the learning process via experimentation, trial &
error and retrial in a laboratory classroom environment.
Should it be introduced in a form of guided game to play, it
then becomes a pleasantly acceptable task gladly followed by
the students [4]. This is conducted via the implementation of
carefully designed agile sprints, working cumulatively to one
another, that repeat the same agile learning process [5]. The
Scrum-based agile process [6] focuses on:
- breaking a wider problem into smaller parts and
setting milestones, designing an algorithm for each
smaller part working complementary towards
solving the overall problem,
- self- and team- evaluating and re-evaluating the
progress of the solution on every step along the way,
- reaching an outcome and reflecting upon it.
This process applies the same both to students, who learn
to self-evaluate their performance and the solutions they are
working upon, as well as teachers, who are being required to
adjust their teaching approaches on each agile sprint
accordingly in order to meet not only the needs of the class as
an overall but the needs of individual’s as well.
Pinheiro et al. [7], show a holistic approach relating agile
learning and educational robotics for teaching basic principles
of software engineering to K-12 students. Evripidou et al.
[3,8] show various tested platforms of educational robotics in
order to assess the obtained agile learning outcomes emerging
by the use of each platform. Tsalmpouris et al. [9] shows a
low-cost framework regarding STEM education that uses
open tools [10] in order to downsize the cost of agile learning
with educational robotics in public primary schools. Kakaras
et al. [11] shows an overall tool incorporating educational
robotics for STEM education. Sophokleous et al. [12] shows
that computer vision has been further added to agile
educational robotics as a follow-on step for K-12 students who
2024 5th International Conference in Electronic Engineering, Information Technology & Education (EEITE) | 979-8-3503-7287-8/24/$31.00 ©2024 IEEE | DOI: 10.1109/EEITE61750.2024.10654428
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