一个教育统一的建模语言编程环境及其两个案例研究

Ryoga Maruyama, Shinpei Ogata, M. Kayama, Nobuyuki Tachi, Takashi Nagai, Naomi Taguchi
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摘要

本研究旨在探索一个支持学生使用统一建模语言(UML)学习概念建模的教育学习环境。在本研究中,我们称描述模型为“UML编程”。在本文中,我们展示了一个教育UML编程环境,适用于学校中的科学、技术、工程、艺术和数学(STEAM)相关科目(特别是技术或工程),它可以从小学应用到大学。首先,我们解释为什么,做什么,以及如何做UML编程。在本研究中,我们使用UML编程的状态机图。为了画出这个模型,学生们只是把一些状态用矩形表示,把过渡用箭头表示。介绍了状态机图中的两种教育模型符号。然后介绍了SRPS的一些高级功能。他们是一个教育模型编辑器,并管理用户、学习任务和学生提交的模型。接下来,展示了两个使用SRPS的案例研究。一个案例研究被采用到五年级和六年级学生的夏令营。20名学生参加了为期4小时的工作坊。我们使用了一个汽车型机器人,它有两个直流电机、一个一触式传感器和一个连接到微比特的红外传感器。另一个案例研究是日本一所公立初中的正式技术课。一位老师和五个班的学生都在研究交通信号灯的UML编程。每个班有20名9年级学生。这所学校的一名学生得到了一个红绿灯机器人,它有三个发光二极管(LED)灯,一个一触式传感器,一个连接到微比特的红外传感器。最后,在使用我们的环境的这两个案例研究的基础上,我们讨论了用UML编程进行创新的STEAM教育的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
AN EDUCATIONAL UNIFIED MODELLING LANGUAGE PROGRAMMING ENVIRONMENT AND ITS TWO CASE STUDIES
This study aims to explore an educational learning environment that supports students to learn conceptual modelling with the unified modelling language (UML). In this study, we call the describing models “UML programming.” In this paper, we show an educational UML programming environment for science, technology, engineering, art, and mathematics (STEAM) related subjects (especially for Technology or Engineering) in schools, which are able to apply from elementary school to university. At first, we explain why, what, and how doing the UML programming. In this study, we use a state machine diagram for UML programming. To draw this model, the students just put some states in rectangular shape and transitions in arrow shape. Two types of educational model notations in state machine diagram are introduced. Then, some advanced functions of the SRPS are described. They are an educational model editor, and management of users, learning tasks and models submitted by students. Next, two case studies with the SRPS are shown. One case study is adopted to the summer camp for 5th- and 6th-grade students. The participants were 20 students and were engaged in 4 hours workshop. We used a car-type robot with two DC motors, a one-touch sensor, and one infrared sensor connected to a micro:bit. The other case study is a formal technology class at one Japanese public junior high school. One teacher and five classes worked on UML programming for traffic lights. Each class had 20 9th-grade students. One student at this school was given a traffic light robot with three Light-emitting diode (LED) lights, a one-touch sensor, and one infrared sensor connected to a micro:bit. Finally, on the basis of these two case studies using our environment, we discuss the potential for innovative STEAM education with UML programming.
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