Abstract
The research aimed at presenting learning results on an Educational Robotics Lab carried out with university students that attended an Arts and Humanities Course Degree. In particular, cognitive abilities put into action by learners in using a Robotics Serious Game have been investigated and data has been collected by administering a pre and a post-test on motivation and using Project Based Learning (PBL) methodology. Significant results have been acquired on: (1) students’ motivation in relation to their performance; (2) team work strategy, analyzing the PBL; and (3) learning results. Findings showed that “intrinsic motivation” of the participating students, gathered with a specific questionnaire, was high since the beginning of the Lab experience, corroborating the hypothesis that these cognitive activities are able to stimulate curiosity, interest, enjoyment and to foster the learning also in humanities careers.
Publisher
International Association of Online Engineering (IAOE)
Cited by
24 articles.
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