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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

    mailto:[email protected]:[email protected]:[email protected]:[email protected]
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    (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

    http://www.lejos.org/http://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/