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J Intell Robot Syst
DOI 10.1007/s10846-015-0202-6
Experiences Incorporating Lego Mindstorms Robots
in the Basic Programming Syllabus: Lessons LearnedAinhoa Alvarez Mikel Larranaga
Received: 26 March 2014 / Accepted: 20 January 2015
Springer Science+Business Media Dordrecht 2015
Abstract Basic Programming is a first year manda-
tory course of the Computer Engineering degree.
Both students and teachers face difficulties in this
course, which has high failure and drop-out rates.
Several authors have proposed the use of visual pro-
gramming environments and robots to overcome the
difficulties of this course, some of which have been
successful. This paper presents the two-year experi-
ment using Lego Robots carried out at the University
of the Basque Country (UPV/EHU) with around 100
students, along with the results. Satisfactory resultshave been obtained regarding both motivation and the
perception of the students of their learning process;
moreover the drop-out rate decreased even though
no statistical significance was obtained regarding the
final marks of the course. From those results and the
analysis of the data it was derived that robot sessions
should be more integrated in the curriculum, giving
them greater relevance in the final marks. In addition,
it is indispensable to classify course students and adapt
learning sessions to each student type due to the high
student heterogeneity.
A. Alvarez () M. Larranaga
Department of Languages and Computer Systems,
University of the Basque Country, UPV/EHU,
Vitoria-Gasteiz, Basque Country, Spain
e-mail:[email protected]
M. Larranaga
e-mail:[email protected]
Keywords Basic Programming Lego Mindstorms
Robots in Computer Engineering Education
1 Introduction
Basic Programming is a mandatory first year course
in the Computer Engineering degree that covers the
fundamentals of programming. Student heterogene-
ity in this course is so high that teachers experience
great difficulties to teach the course. More and morestudents have some prior programming knowledge.
Those students might have taken some programming
course (mainly focused on the syntax and semantics of
a certain programming language) before, or might be
retaking the Basic Programming Course. In our expe-
rience, most of those students are highly confident
with their programming mastery level but they lack
algorithm design skills. On the other hand, for many
students this course is their first contact with program-
ming issues. Therefore, it is a difficult course both for
students and teachers, with high failure and drop-outrates [8,12,21]. As a consequence of the high failure
and drop-out rates, there is a remarkable percentage
of retakers in the course and a general belief that the
course is extremely difficult.
Taking this into account, Basic Programming
course teachers at the UPV/EHU (with more than
10 years experience) have tried different teaching
strategies in the framework of a Blended Learning
environment. Students attend face to face lectures
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J Intell Robot Syst
(master lectures and laboratory sessions) and use
Learning Management Systems, such as Moodle, for
out-of-school activities. During the last three aca-
demic years (20112012, 20122013 and 20132014)
teachers have introduced Lego Mindstorms Robots to
support the course teaching with the aim of providing
a more effective and efficient education [1].This paper presents this experience and the lessons
learned from it. First, a detailed description of the
problems in Basic Programming Course and the pro-
posed solutions in the literature are described. Then,
the conducted experiment is presented. Next, the
results of the experiment are depicted. To sum up,
some conclusions and final remarks are provided.
2 Dealing with Basic Programming Syllabus
Difficulties
Programming is a complex task that requires both
declarative and procedural knowledge [21]. The for-
mer is related to the syntactic and semantic aspects
of a certain programming language, whereas the
later refers to problem solving and program design
tasks. Programming is a course with a high cognitive
requirement; mastering programming entails achiev-
ing the six kinds of instructional objectives defined in
Blooms taxonomy [3,4]and students face difficulties
in every one of them[21]. Blooms taxonomy classi-fies the instructional objectives that educators might
set for students into six levels related to the skills in the
cognitive domain: Knowledge, Comprehension,Appli-
cation, Analysis, Synthesis, and Evaluation. These
categories are ordered from the simplest to the most
complex and from concrete to abstract. Moreover, they
are classified as cumulative, i.e., to become proficient
in a skill such as Application, the student must master
a simpler one (e.g., Knowledge) first.
In addition, students in programming courses are
very heterogeneous [8, 12] which makes it difficult
for the teachers to design appropriate instructional
methods for the course [21].
Programming is usually taught using general-
purpose languages which are complex for students[8,
10]. Some programming languages require the stu-
dents to learn many concepts before beginning to do
any programming tasks, whilst other languages imply
typing in a large amount of programming code that
students hardly understand. Therefore, students have
to deal with algorithm construction and syntactic rules
at the same time. However, the biggest problem novice
programmers face is their lack of program solving
skills [8, 12]. This produces high drop-out and fail-
ure rates in programming courses [8]. To overcome
these problems, students need tools that help them to
acquire the required problem solving skills. Practicallearning situations are the most useful for learning
programming [12], i.e., the quality of teaching pro-
gramming improves using constructivist approaches
where students actively build knowledge rather than
being passive receivers of the knowledge [13,18,25].
Therefore, the more specific and practical the didactic
material, the better the result in the learning process.
Some authors have advocated the use of visual pro-
gramming environments as they reduce the cognitive
requirement to start working on programming tasks.
Although they do not solve the problems with the syn-tax, they might postpone the problem as they allow the
students to firstly focus on the task withdrawing the
syntactic rules [15, 26]. Once they have understood
the basic concepts, they can move to a non-visual
language and tackle the syntax problem. In addition,
many teachers have used games, microworlds, robots
and the like in programming courses [57,9,22,23].
A study was made [27] to compare the effects
of using either physical robots or robot simulators
for teaching programming concepts. They found that
there was not any significant difference between bothgroups regarding performance. However, they found
out that the group working with physical robots
was more motivated towards learning. Using physi-
cal robots allows students to better understand pro-
gram behaviour as it allows learners to bridge the
gap between concept and practice[10]. It also allows
students to create more interesting outcomes [10].
Moreover, students find them attractive. Therefore,
they promote learning [22].
No single programming environment is adequate
for all situations [10]. Therefore, beginning to workwith robots that later allow different program-
ming environments such as Lego Robots should be
regarded. They can be programmed using simple
visual environments at the beginning and then increase
the difficulty by programming them using a particular
programming language and specialized libraries such
as Lejos.1
1http://www.lejos.org
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Another interesting aspect of Lego robots is that
many students feel familiar with them. Some have
used them in their childhood, others use them in
computer games2,3 and they even see them in films.4
Including robots into the course syllabus does not
automatically mean a better understanding or better
results of concepts by students[22]. In order to havea teaching value, their use must be carefully designed,
which requires a higher dedication of teachers[6].
All in all, the authors of this paper considered that
using Lego robots might help students to better under-
stand basic programming concepts and also acquire
the procedural knowledge and problem solving skills
required to succeed in programming courses. Given
this working hypothesis, the experiment described in
Section3has been carried out.
3 Experiment
To test the hypothesis, during the last three academic
courses teachers have used Lego Robots to aid the
first part of the course related to algorithm design
construction. The use of the robots was restricted to
algorithm design construction because the main goal
was to improve the problem solving skills of the stu-
dents on the one hand and introduce design concepts
on the other. Moreover, some authors[7] reported neg-
ative experiences when using the robots for the wholecourse, as the student could not access the robots
out of schooltime and, therefore, had less time to
practice.
In the 20112012 academic year, a pilot study was
carried out in which 19 students were involved. The
students involved in the pilot test used Lego robots
during two lab sessions. Feedback was collected by
means of logbooks, in which students and teachers
described the problems encountered and their opin-
ions regarding the experience. Due to the positive
results, the authors continued using Lego robots thefollowing two academic years. The process described
below has been put in practice during the last two
academic years and its results are described in this
paper.
2http://www.lego.com/en-us/city/games/3http://www.lego.com/en-gb/mindstorms/funzone/4The Lego Movie
3.1 Objectives and Process
To test whether or not Lego robots contribute to
improve the learning of design and problem solv-
ing skills, i.e., the working hypothesis, three different
objectives were established:
O-Motivation: Study the effects of using robots
in the motivation of students.
O-Improvement: Test whether the use of Lego
Mindstorms robots produce improvements in the
learning process of students: students marks and
drop-out rates.
O-Perception: Analysis of teachers and students
perceptions regarding how the use of the robots
influences the learning processes of students.
Each academic year, the experiment followed the
four-phase process depicted in Fig.1and described inthe following sections: Preparation, application, data
collection and data analysis. Each academic year the
process was adjusted taking into account the lessons
learned from previous years.
3.2 Phase 1: Preparation
This phase consists of two steps: Experiment design
and prior knowledge evaluation.
3.2.1 Step 1.1: Experiment Design
During the experiment design step, participants were
selected together with the evaluation methods and
deployment methodology to be used. To evaluate the
experiments, both quantitative and qualitative meth-
ods [24] were used. The former, quantitative meth-
ods, rely on closed-answer questions that restrict the
answer categories for each question; this enables the
statistical analysis of the gathered data. The later,
qualitative methods, include inquiry techniques which
allow capturing this subjective opinion of the users.
Motivation and perception was measured using both
surveys and interviews. To evaluate improvement pre
and post-tests were used.
Regarding the the selection of participants, the
20122013 students were divided into two groups.
The first group (G Experimental) used the robots,
whereas the second group (G Control) did not use the
robots. Vintage were randomly assigned to each of
the groups. G Experimental consisted of 14 students
http://www.lego.com/en-us/city/games/http://www.lego.com/en-gb/mindstorms/funzone/http://www.lego.com/en-gb/mindstorms/funzone/http://www.lego.com/en-us/city/games/ -
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Fig. 1 Phase and step
sequence for the experiment
taking the course for the first time and 8 retaking the
course, whereas G Control had 22 students, 9 of them
retaking the course.
Due to the positive results, the following year all
students attending lab sessions had the opportunity to
use the robots. A total of 52 students used the robots,
11 of whom were students retaking the course.
3.2.2 Step 1.2: Prior Knowledge Evaluation
Increasingly more Basic Programming course stu-
dents have some prior knowledge and experience pro-
gramming. While a percentage of students are new-
comers, some have already taken previous courses.
Therefore, a preliminary evaluation was conducted to
determine prior knowledge. Each academic year this
task was carried out in a different way. 20122013
students were provided with a simple problem and
requested to indicate how they would solve it using
simple expressions. The aim of this exercise was to
test whether or not they were able to express condi-
tional or iterative statements. However, this did not
give much information, as many students were able
to correctly express such kinds of expressions but
could hardly do the same when working with formal
pseudocode or flow diagrams. Therefore, the follow-
ing year this test was replaced with a questionnaire.
This questionnaire asked students whether they had
any previous knowledge or not. 46 % of the stu-
dents showed some previous knowledge from diverse
sources, for example, due to personal interest or from
high school.
3.3 Phase 2: Application
The application phase concerns the presentation to
students of the material to be used (software and
robots) and its use.
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3.3.1 Step 2.1: Introduction to LEGO Mindstorms
The experiments were oriented towards improving
programming skills rather than to robotic aspects.
Therefore, students were provided with previously
constructed robots (see Fig. 2a). During this step,
robots were presented to students along with an intro-duction to the development environment to be used
(see Fig.2b).
The NXT-G visual development environment was
selected for this experiment. It provides a palette (c)
which contains the blocks, such as iterative (d) or con-
ditional (e) statements, that can be dragged/dropped
into the work area. It also allows to compile programs
and transfer them to the robot (f).
3.3.2 Step 2.2: Using the Robots
In 20122013 robots were used in two consecu-
tive 90-min lab sessions. The following year a third
lab session was introduced two weeks later. During
those sessions students were provided with the robots
and a set of problems of increasing difficulty. Stu-
dents had to design the programs with the provided
software and, then, test them loading the programs
into the robots. The exercises to be solved during
the first session were related to the use of sensors
and basic forward and backward movements. The
second session was mainly focused on the under-
standing of the conditional and iterative statements.
Finally, the third session was centred on more com-
plex robot movements such as turning a certain num-
ber of degrees, following a black line or followinga circuit.
3.4 Phase 3: Data Collection
Based on the experiment design, student and teacher
feedback was collected using both surveys and
inquiries. Student knowledge was evaluated by means
of post-tests.
3.4.1 Step 3.1: Collecting Student Feedback
Student feedback was collected using an anonymous
survey composed of 24 items: 2 open-ended questions,
2 Yes/No questions and 20 five-point likert items
[14]. The last included answer options ranging from
Strongly disagree to Strongly agree.
Table1shows an excerpt of this survey where items
have been organised according to the objective they
were oriented.
Fig. 2 Robots used (a) and development environment (b)
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Table 1 Excerpt of the survey used to collect feedback from students
1 2 3 4 5
Q1 Did you find it easy to use the software?
Q2 Did you find the exercises to be solved using the robots easy?
O-Motivation
Q3 Using the robots has made the course more interesting
Q4 Using the robots has made the course more fun
Q5 I would like to have used the robots in more lessons
Q6 I wish the robots were available out of the school timetable
Q7 I would like to use the robots in other courses
Q8 Would you have preferred not to have used the LEGO robots? YES/NO
O-Perception
Q9 Using the robots has helped me to understand conditional statements
Q10 Using the robots has helped me to understand iterative statements
Q11 Using the robots has helped me appreciate my knowledge level on design concepts
Q12 Using the robots has helped me comprehend the usefulness of the course
Q13 I found the 3rd session with the robots easier after the lessons YES/NO
Q14 Additional comments or suggestions regarding the experience
In 20122013, information regarding the feel-
ings transmitted by the students in the Exper-
imental group (G Experimental) in relation with
the experience was also collected from the stu-
dents in the control group (G Control). To this
end, the two-question survey shown in Table 2 was
used.
3.4.2 Step 3.2: Testing Student Knowledge
The evaluation of the Basic Programming course
entails three exams along with a project. The first
exam is related to algorithm design skills, and there-
fore the results from this exam were used to evaluate
the students knowledge.
3.4.3 Step 3.3: Collecting Teacher Feedback
After each session, teachers participating in the exper-
iment indicated how it had been developed. They
were encouraged to describe the problems encoun-
tered along with their impressions and perceptions.
3.5 Phase 4: Data Analysis
Data from different years was integrated and it was
then analysed using both quantitative and qualitative
methods. Principal Component Analysis was used to
analyse the Likert-scale items, whilst Wilcoxon test
was used to determine the significance of the improve-
ments in the students marks. The conducted analysis
allows to derive a set of conclusions and facts related
to the experiment that are presented in the following
section.
4 Results
This section describes the results of the experiment
carried out, to which end the data collected on the
Table 2 Excerpt of the
survey used to collect
feedback from students in
the control group
QC1 Would you have preferred to use the robots? YES/NO
QC2 Have any comments from your classmates on
G Experimental motivate your answer to question QC1?
Which ones?
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last two academic years was used. As no signifi-
cant difference was found between the data of both
academic years, the collected data was integrated
and analysed together. First, each of the established
objectives are tackled. Then, some considerations
regarding the design and implementation of the robot
sessions are presented.
4.1 O-Motivation
Motivation is directly related to student satisfac-
tion. The provided survey (see Table 1) included
a set of questions regarding whether the students
were satisfied with the experience and were moti-
vated to use the robots in more lessons or in other
courses.
To evaluate student satisfaction and motivation, a
Principal Component Analysis was conducted on thecollected data. The Kaiser, Meyer, Olkin measure for
sampling adequacy (KMO index) was computed to
determine the appropriateness for such a kind of anal-
ysis. Given that the score of the KMO was 0.83, the
collected data is suitable for such a kind of analysis.
The Principal Componentshowed that one component
could mostly describe the answers, while the effect
of the other components was insignificant. Figure 3
graphically illustrates the component identified in the
Principal Component Analysis. The left side of the
figure shows the histogram of the values, whilst theright side shows a heat map representing the score per
student. As can be observed, most of the responses
regarding motivation are contained in the positive side
of the range.
Figure4presents the distribution of the answers of
the students by question. In particular, the 68 % of
the students who found that Using the robots made
the course more interesting also agreed when asked
whether Using the robots made the course more fun
(Questions Q3 and Q4).
62 % of the students would have liked to use the
robots in more lessons(Q5) or in other courses (Q7).
It is worth noting that 70 % of the students would have
liked to use them outside of the school timetable(Q6).
To evaluate this objective, the responses to the sur-
vey for G Control students were also evaluated. 68 %
of the G Control students would have liked to use the
robots (QC1). This rate even increases to 100 % if only
newcomers are considered. In addition, it is remark-
able that the main reason behind that answer was the
positive comments they heard from G Experimental
students.
In agreement with this answer, only 22 % of the
students indicated that they would have preferred not
using the robots (question Q8 of the survey). More-
over, the students giving this answer were mainly
retakers.The teachers reflected that they observed stronger
motivation in the students using the robots, which is
consonant with [6], who pointed out that students
want to play with them and thus are willing to invest a
lot of time and mental energy. Moreover, seeing their
students recording videos with cellphones to send to
their friends and also competing to see whose robots
could follow the black line faster or make the cir-
cuit shown in Fig. 5 was extremely gratifying for the
lecturers.
4.2 O-Improvement
Improvements in the learning process have been
studied analysing two different elements or factors:
Improvements of the student marks and reduction of
the drop-out rates. Regarding the effect of using the
robots on the drop-out rates, the evolution of the last
7 academic years was analysed (see Fig. 6). As can
be observed, the percentage of sitting students barely
reached 47 % before 20112012, the academic year in
which a pilot study was conducted. The percentage ofthe sitting students has significantly increased since,
reaching a peak 63.38 % in the 20122013 academic
year. Therefore, using the robots appears to have a
positive effect by reducing the drop-out rates.
As regards the improvements in the student marks,
a between-subject study[11] was carried out to com-
pare the marks of the students using the robots with
those not using them in the 20122013 academic year.
The average marks were compared and the Wilcoxon
test was applied to check the significance of the aver-
age differences. In agreement with the works of [7,
17,19], no statistical significance was found between
groups (p = 0.05907). However, some remarkable
issues could be observed (see Fig. 7). Although no
significant difference was found, G Control students
achieved, in general, lower scores, while the scores of
the G Experimental students are more sparse. Besides,
it can be observed that the distributions of the scores
do not follow a normal distribution, which suggests
that there might be different clusters in each group.
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Fig. 3 Student Motivation
4.3 O-Perception
The survey also included some questions regard-
ing the student perceptions of their learning pro-
cess. Again, the KMO index was computed to
assure that the data collected was suitable for Prin-
cipal Component Analysis. However, the score this
time was 0.61, which states a poor adequacy for
such a kind of analysis. Therefore, Principal Com-
ponent Analysis was discarded and the analysis
focused on the Likert-scale items and open questions
of the survey. Figure 8 shows the distribution of
the answers to the questions regarding perception
(see Table1).
65 % of the students answered thatUsing the robots
helped them to understand conditional statements and
64 % stated that it helped them to understand condi-
tional statements (Q9, Q10).
70 % of the students also found that Using the
robots has helped them to appreciate their knowledge
level(Question Q11).
It is also worth noting that when regarding whether
the robots helped them realizing the usefulness of the
course, only 26 % indicated this was not the case (Q12).
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Fig. 4 Answers to survey questions related to the O-Motivation objective
Most students also provided positive feedback
in the open-ended question (Q14). Those students
pointed out that It is a useful means to introduceprogramming concepts, It has allowed me to under-
stand programming structures in an easy and enter-
taining way, Labs have been interesting to get used
to basic programming concepts. However, some stu-
dents reflected that they considered that the lessons
with the robots were unconnected with the course.
4.4 Considerations Regarding the Design
and Implementation of the Lessons with the Robots
The design of the sessions must take into account that
adjusting the difficulty of the sessions is essential to
increase students knowledge and motivate them; they
must neither be too easy nor too difficult. During the
first year, the exercises were too easy (90 % of stu-
dents indicated that this was the case Q2). This issue
was corrected for the second year. The selected devel-
opment environment did not pose any difficulties to
the students either. 75 % found it easy to use, and only
6 % had some considerable difficulties (Q1).
Regarding the qualitative study, it showed that
some students felt the robot related tasks were not
integrated enough in the course. Therefore, they pre-ferred to focus on writing Java code as they felt this
was the main task to be evaluated. They indicated that
With one lab it is enough to see the usefulness of the
course in real life and that Labs should be used to
write Java programs. This can be motivated because
the use of robots was not evaluated but it was pre-
sented as complementary material. Therefore, these
results are consistent with the study of [16], which
claims that students mainly participate in the course
tasks that are evaluated regardless of their pedagogical
value. A solution to this can be to modify the courseevaluation system to make students feel the experience
integrated in the course. This solution was previously
used with satisfactory results in this course for the
algorithm design section (giving it higher weight in
the final mark).
It is also noticeable that even if students indicate
that using the robots makes the course more fun and
more interesting and they would like to use them out
of school timetable, they would not like to use them
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Fig. 5 Robot following the black line (left) and in the circuit (right)
Fig. 6 Percentage of sitting students per course
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Fig. 7 Violin plot comparing G Control and G Experimental scores
Fig. 8 Questions regarding O-Perception
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in more lessons (Questions Q4, Q3, Q6 and Q5 of the
survey).
The use of robots was oriented to the acquisition
of design concepts and algorithm design. However,
from the survey it becomes apparent that the last lab
session was easier. This session was composed of
more complex exercises but students had already hadsome theoretical design sessions. This brings to think
that maybe students need more theoretical background
before beginning with the robots and that the robots
might be an appropriate means to put into practice the
concepts learned in a real and motivating context.
During the study a very different attitude towards
the robots from retakers or non-retakers was detected.
The main neutral or negative opinions regarding the
use of robots came from retakers, which was also
detected towards visual tools[15]. Moreover, the vio-
lin plots in Fig. 7 show that the distributions of thescores do not follow normal distributions, which sug-
gests that there might be different clusters in each
group. This indicates that there is an important student
heterogeneity in the course. Therefore, the teaching
methodology should be better adapted to the hetero-
geneity of students, as not all the students have the
same learning requirements. So, the course should be
approached differently for different student types. For
example, maybe robots could be used with all the stu-
dents but the programming environment could differ
taking into account whether they are retakers or not.
5 Conclusions and Lessons Learned
This paper has presented a two-year experiment using
Lego Robots in a Computer Science Basic Program-
ming course. The experiment results regarding O-
Motivation and O-Perception objectives where satis-
factory. The analysis of the survey answers showed
that the interest and and motivation of the students
increased due to the use of robots. Regarding student
learning awareness, which is essential for the learn-
ing process, the experiments also proved that students
perceived that the robots helped them to better under-
stand course concepts. With respect to the perception
of the teachers, they detected an increase in student
motivation and improvement of class atmosphere. For
the teachers, it was also very stimulating to see how
some students even recorded the robot performing
some tasks. Moreover, some students (on their own
initiative) competed to determine whose robots went
faster through the provided circuits.
Regarding O-Improvement, no statistical evidence
of improvement on student marks due to the robot
use was observed. After a deeper analysis of the col-
lected data, this seems to be due to the great influence
of being repeaters. However, the drop-out rate wasreduced from an average of 60 % to 40 %.
In summary, the experience was very encourag-
ing but it should be improved taking into account the
results. The main adjustment to the used approach is to
better integrate robot sessions in the course syllabus.
Additionally, as mentioned above, the students in this
course are very heterogeneous. Therefore, some tasks
can be appropriate for a certain kind of student (e.g.
newcomers) whereas they might be discouraging for
others. Hence, teachers have to deal with such student
heterogeneity. In this aspect, we consider that studentsshould be better classified so that the different pro-
files can be used to adapt the proposed tasks to each
students specific needs [2,20].
Due to the positive results obtained, the course
teachers plan to continue with the experience through-
out the following academic years. However, the
approach must be adjusted taking into account the
results obtained. The main planned modification is
the use of different development environments accord-
ing to the category of students. For example, those
that have no previous experience programming willbe provided with the Enchanting (http://enchanting.
robotclub.ab.ca) environment, retakers will directly
work with leJOS and the remainder will continue
using NXT-G. A more exhaustive pretest will be
designed for the next academic year to properly clas-
sify the students.
Acknowledgments This work is supported by the Basque
Government (IT722-13), the University of Basque Country
(UFI11/45) and the Gipuzkoa Council (FA-208/2014-B).
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Dr. Ainhoa Alvarezreceived the PhD degree in Computer Sci-
ence from the University of the Basque Country (UPV/EHU)
in 2010. She is a Senior Lecturer at the UPV/EHU, where
she develops her research activities within the GaLan group
(http://galan.ehu.es/Galan/). Her research work has been mainly
focused on blended-learning systems and currently it is oriented
to the area of computer based engineering education.
Dr. Mikel Larranaga received his PhD in Computer Science
from the University of the Basque Country in 2012. He is
currently a Senior Lecturer at the Department of Computer Lan-
guages and Systems at the University of the Basque Country. He
has been working in the Computer Based Education area withinthe Galan research group (http://galan.ehu.es/Galan) for the last
ten years. His current interests include knowledge acquisition,
concept mapping, computer based engineering education and
intelligent tutoring systems.
http://galan.ehu.es/Galan/http://galan.ehu.es/Galan/http://galan.ehu.es/Galanhttp://galan.ehu.es/Galanhttp://galan.ehu.es/Galan/