When elephants nodded and dolls spoke: Bringing together
robotics and storytelling for environmental literacy
Mukil M.V.
AMMACHI Labs
Amrita Vishwa Vidyapeetham
Amritapuri, India
mukil.mv@ammachilabs.org
Gayathri Manikutty
AMMACHI Labs
Amrita Vishwa Vidyapeetham
Amritapuri, India
gayathrim@am.amrita.edu
Divya Vijayan
AMMACHI Labs
Amrita Vishwa Vidyapeetham
Amritapuri, India
divya.vijayan@ammachilabs.org
Aparna Rangudu
AMMACHI Labs
Amrita Vishwa Vidyapeetham
Amritapuri, India
aparna.rangudu@ammachilabs.org
Rao R. Bhavani
AMMACHI Labs
Amrita Vishwa Vidyapeetham
Amritapuri, India
bhavani@am.amrita.edu
ABSTRACT
Inculcating principles of environmental stewardship among the
children and youth is needed urgently today for creating a
sustainable future. This paper presents a model for promoting
environment literacy in India using story telling based workshops
while focusing on STEM education including computational
thinking, robotics and maker skills. During the workshop,
participants build a robotic diorama with digital animations and
animatronics to tell their story. Our initial observations from pilot
studies conducted in 2019 in six rural and semi-urban schools in
India showed us that the children were deeply engaged and
enthusiastic throughout the workshop making the entire learning
experience a very meaningful and joyful one for all.
CCS CONCEPTS
• Applied computing → Interactive learning environments; •
Applied computing → Collaborative learning; • Social and
professional topics → K-12 education; • Social and professional
topics → Computational thinking
KEYWORDS
Experiential learning; 21st century skills; middle school
education; co-creation; K-12 education; Robotics
ACM Reference format:
Mukil M.V., Gayathri Manikutty, Divya Vijayan, Aparna Rangudu, Rao
R. Bhavani. 2019. When elephants nodded and dolls spoke: Bringing
together robotics and storytelling for environment literacy. In Fablearn
Asia 2020, January 10-12, 2020, Bangkok, Thailand. 4 pages.
Permission to make digital or hard copies of all or part of this work for personal or
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specific permission from the authors.
Fablearn Asia 2020, January 10-12, 2020, Bangkok, Thailand.
© 2020 Copyright held by the owner/author(s)
1 Introduction
The world today is facing unprecedented challenges such as
climate change, food security, rapid technological advances,
conflicts, and global health epidemics, which need to be dealt with
both at global and local levels [1]. One cannot predict exactly how
these challenges will compound over time and what severity
levels will they attain in the next decade but, certainly, human’s
environmental actions will have a central role in determining how
safe our world would be for humans to live. Therefore children
must be taught from an early age to think critically and reflect
deeply about how each of our decisions and actions impact the
environment and our daily lives [2].
Whereas environmental science has become an integral part of
the K-12 curriculum in schools in India, there is a lot of emphasis
on presenting factual data and little emphasis on bringing inter-
disciplinary experiential learning into the classroom. Hence the
learning becomes that of rote-learning with the child often
missing the critical link between the subject and his/her daily life
[3]. The primary objective of our research work was to introduce
middle school children to experiential science and technology
based learning for environment literacy using robotics and maker
skills that is situated within the lives of the children. The
secondary objective was to promote 21
st
century skills of
creativity, collaboration, communication and critical thinking for
environment literacy. By the term environmental literacy we are
referring to children developing knowledge and understanding of
different environment problems, developing skills and
motivations for spreading awareness on the issues that they
empathize with and developing innovative solutions for the
environmental problems they are championing [4, 5].
To be successful in this technological age, education must be
such that it encourages youth to be creators of technology and not
just consumers of technology [6]. Experiential learning of
Science, Technology, Engineering, Arts and Mathematics
(STEAM) subjects through robotics and maker skills could be one
way to impart technology education. Our previous work with
middle school children [7] and that done by our colleagues
Sushmita et. al [8] highlighted that experiential learning through