Le jeu du robot : analyse d’une activité d’informatique débranchée sous la perspective de la cognition incarnée.

M. Romero, M. Duflot, Thierry Viéville
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引用次数: 6

Abstract

Unplugged computing activities became popular at the same time as the introduction of computer science learning at school. In this article we analyze the educational opportunities yielded by computer unplugged activities from the perspective of educational sciences. Theories related to embodied cognition are used here as a framework to analyse unplugged activities such as the robot game, where a student acts as a programmer and the other as a programmable object, such as a robot. This robot game allows us to discuss the potential of unplugged computing activities in connection with the learning of orientation in space, including the transformation from the plane to the three-dimensional space, taking the embodied cognition potential into account.
机器人游戏:从具体认知的角度分析断开连接的计算机活动。
在学校引入计算机科学学习的同时,无插电计算活动也变得流行起来。在这篇文章中,我们从教育科学的角度分析了计算机不插电活动所带来的教育机会。与具体认知相关的理论在这里被用作分析不受约束的活动的框架,例如机器人游戏,其中一个学生充当程序员,另一个充当可编程对象,例如机器人。这个机器人游戏使我们能够讨论与空间定向学习相关的不插电计算活动的潜力,包括从平面到三维空间的转换,同时考虑到所体现的认知潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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