ECPS, Journal of educational, cultural and psychological studies/Journal of educational, cultural and psychological studies, Jul 9, 2024
The growing interest of the scientific and educational community in Educational Robotics (ER) is ... more The growing interest of the scientific and educational community in Educational Robotics (ER) is linked to the need to develop digital skills and computational thinking in the younger generation. Through ER it is possible to train multiple cognitive skills and not only programming skills. To this end, it is decisive to outline a new competence profile for teachers that can influence this aspect by activating ER training courses. The paper presents the «Robotics Interest Questionnaire» (RIQ), a validated questionnaire in Italian able to measure with some precision the factors involved in teaching robotics, and discusses the data collected on teachers of all levels (823 teachers). The results provide normative values useful, for example, to allow the diagnostic use of the RIQ in the startup phase of teacher training, in order to hypothesize the level possessed by the participants and orientate the didactic design and the content-methodological choices of the intervention, as well as the final evaluation of the training outcomes thanks to its ability to highlight, when used before and after, improvements in the dimensions investigated: knowledge and interest, sense of self-efficacy, problem solving and collaboration.
Journal of Inclusive Methodology and Technology in Learning and Teaching; Anno 3 n.3 (2023), 2023
The objective of the present work is the design and beta-testing of a mobile application, inspire... more The objective of the present work is the design and beta-testing of a mobile application, inspired by the Tower of London (ToL) task, capable of assessing problem solving skills in the school environment. Twenty-six pupils from two sixth-grade classes in South Sardinia were involved in the pilot study. The experimentation envisaged a double administration of the task, first of the analogical ToL and then of the digital one, in order to test the ability of the instrument, implemented by the Department of Innovative Technologies of the University of Applied Sciences of Southern Switzerland (SUPSI), to measure the participants' performance in the investigated construct. The digital assessment tool can represent an immersive didactic mediator able to foster, thanks to video-game approaches, inclusive and also metacognitive didactics through the formative assessment of innovative itineraries for the development of skills in the various domains of experience.
Journal of Educational, Cultural and Psychological Studies (ECPS), 29, 43-59, 2024
The growing interest of the scientific and educational community in Educational Robotics (ER) is ... more The growing interest of the scientific and educational community in Educational Robotics (ER) is linked to the need to develop digital skills and computational thinking in the younger generation. Through ER it is possible to train multiple cognitive skills and not only programming skills. To this end, it is decisive to outline a new competence profile for teachers that can influence this aspect by activating ER training courses. The paper presents the «Robotics Interest Questionnaire» (RIQ), a validated questionnaire in Italian able to measure with some precision the factors involved in teaching robotics, and discusses the data collected on teachers of all levels (823 teachers). The results provide normative values useful, for example, to allow the diagnostic use of the RIQ in the startup phase of teacher training, in order to hypothesize the level possessed by the participants and orientate the didactic design and the content-methodological choices of the intervention, as well as the final evaluation of the training outcomes thanks to its ability to highlight, when used before and after, improvements in the dimensions investigated: knowledge and interest, sense of self-efficacy, problem solving and collaboration.
International Journal of Digital Literacy and Digital Competence
The aim of this work is to design an edugame, created at the Laboratory H of the Department of Hu... more The aim of this work is to design an edugame, created at the Laboratory H of the Department of Human, Philosophical, and Educational Sciences of the University of Salerno, as a didactic tool to assess and promote the development of executive functions in children with special educational needs attending primary school. The good functioning of executive functions is assessed through specific tests and is a predictor of the prerequisites necessary for school learning and the development of social skills. The edugame prototype will be composed of several interactive games to allow students to train some cognitive skills at an increasing level. The prototype will consist of several interactive games to enable students to train certain cognitive skills at an increasing level. In the first design phase, work will focus on one of the components of executive functions: inhibition. In fact, the first game was implemented starting from an application created in Lab-H, built on the basis of th...
In the last decade, video games have been used as adequate tools to carry out lessons and in some... more In the last decade, video games have been used as adequate tools to carry out lessons and in some cases promote cognitive functions. This research is also based on this trace. The Turtle Game Stop & Go, presented here, was designed to improve the executive functions: inhibition, working memory (verbal and visuospatial) and cognitive flexibility. Moreover, Turtle Game Stop & Go, from a graphic point of view, takes into account the Uncanny Valley phenomenon, already described in the 1970s by Masahiro Mori, to create a game suitable for children who attend primary school. Turtle Game Stop & Go is a digital interactive resource that features a challenging task, this game promotes player engagement. In addition, the game works on personal motivation through a 3D design, the animated background of the game is also animated and helps to get into the context of the story. The graphics thus conceived help the player to identify with the virtual identity of the avatar, the player takes on a n...
ECPS, Journal of educational, cultural and psychological studies/Journal of educational, cultural and psychological studies, Jul 9, 2024
The growing interest of the scientific and educational community in Educational Robotics (ER) is ... more The growing interest of the scientific and educational community in Educational Robotics (ER) is linked to the need to develop digital skills and computational thinking in the younger generation. Through ER it is possible to train multiple cognitive skills and not only programming skills. To this end, it is decisive to outline a new competence profile for teachers that can influence this aspect by activating ER training courses. The paper presents the «Robotics Interest Questionnaire» (RIQ), a validated questionnaire in Italian able to measure with some precision the factors involved in teaching robotics, and discusses the data collected on teachers of all levels (823 teachers). The results provide normative values useful, for example, to allow the diagnostic use of the RIQ in the startup phase of teacher training, in order to hypothesize the level possessed by the participants and orientate the didactic design and the content-methodological choices of the intervention, as well as the final evaluation of the training outcomes thanks to its ability to highlight, when used before and after, improvements in the dimensions investigated: knowledge and interest, sense of self-efficacy, problem solving and collaboration.
Journal of Inclusive Methodology and Technology in Learning and Teaching; Anno 3 n.3 (2023), 2023
The objective of the present work is the design and beta-testing of a mobile application, inspire... more The objective of the present work is the design and beta-testing of a mobile application, inspired by the Tower of London (ToL) task, capable of assessing problem solving skills in the school environment. Twenty-six pupils from two sixth-grade classes in South Sardinia were involved in the pilot study. The experimentation envisaged a double administration of the task, first of the analogical ToL and then of the digital one, in order to test the ability of the instrument, implemented by the Department of Innovative Technologies of the University of Applied Sciences of Southern Switzerland (SUPSI), to measure the participants' performance in the investigated construct. The digital assessment tool can represent an immersive didactic mediator able to foster, thanks to video-game approaches, inclusive and also metacognitive didactics through the formative assessment of innovative itineraries for the development of skills in the various domains of experience.
Journal of Educational, Cultural and Psychological Studies (ECPS), 29, 43-59, 2024
The growing interest of the scientific and educational community in Educational Robotics (ER) is ... more The growing interest of the scientific and educational community in Educational Robotics (ER) is linked to the need to develop digital skills and computational thinking in the younger generation. Through ER it is possible to train multiple cognitive skills and not only programming skills. To this end, it is decisive to outline a new competence profile for teachers that can influence this aspect by activating ER training courses. The paper presents the «Robotics Interest Questionnaire» (RIQ), a validated questionnaire in Italian able to measure with some precision the factors involved in teaching robotics, and discusses the data collected on teachers of all levels (823 teachers). The results provide normative values useful, for example, to allow the diagnostic use of the RIQ in the startup phase of teacher training, in order to hypothesize the level possessed by the participants and orientate the didactic design and the content-methodological choices of the intervention, as well as the final evaluation of the training outcomes thanks to its ability to highlight, when used before and after, improvements in the dimensions investigated: knowledge and interest, sense of self-efficacy, problem solving and collaboration.
International Journal of Digital Literacy and Digital Competence
The aim of this work is to design an edugame, created at the Laboratory H of the Department of Hu... more The aim of this work is to design an edugame, created at the Laboratory H of the Department of Human, Philosophical, and Educational Sciences of the University of Salerno, as a didactic tool to assess and promote the development of executive functions in children with special educational needs attending primary school. The good functioning of executive functions is assessed through specific tests and is a predictor of the prerequisites necessary for school learning and the development of social skills. The edugame prototype will be composed of several interactive games to allow students to train some cognitive skills at an increasing level. The prototype will consist of several interactive games to enable students to train certain cognitive skills at an increasing level. In the first design phase, work will focus on one of the components of executive functions: inhibition. In fact, the first game was implemented starting from an application created in Lab-H, built on the basis of th...
In the last decade, video games have been used as adequate tools to carry out lessons and in some... more In the last decade, video games have been used as adequate tools to carry out lessons and in some cases promote cognitive functions. This research is also based on this trace. The Turtle Game Stop & Go, presented here, was designed to improve the executive functions: inhibition, working memory (verbal and visuospatial) and cognitive flexibility. Moreover, Turtle Game Stop & Go, from a graphic point of view, takes into account the Uncanny Valley phenomenon, already described in the 1970s by Masahiro Mori, to create a game suitable for children who attend primary school. Turtle Game Stop & Go is a digital interactive resource that features a challenging task, this game promotes player engagement. In addition, the game works on personal motivation through a 3D design, the animated background of the game is also animated and helps to get into the context of the story. The graphics thus conceived help the player to identify with the virtual identity of the avatar, the player takes on a n...
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Papers by Arianna Marras