IO4: Teacher's Toolkit

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Teachers’ toolkit will provide video-how-to(s), training and guides on the edutainment content, high-level exercises, pedagogical guidelines, and frequently asked questions data base to train and support the teachers.

The output for this module aims at straightening skills and abilities to be learned by the target groups. It aims at defining specific case studies for educational in robotics with specific teaching material, focusing on moderns learning and teaching methods. It focuses on developing specific educational packages. It will ease knowledge transfer between teacher and student at different levels, such as physical presence, telepresence, or virtual presence.

In particular, we will develop and use specific content for using software tools on a larger scale to help students to interact with real world problems and to better develop skills for their new jobs facing a larger exposure to the Information Technology in different industry sectors. The “serious games” (edutainment) movement is oriented today towards more educational purposes, in which players are involved in real-time interactions. These interactions are created in virtual worlds supporting decision making processes.

The main output will be a set of training materials delivered as teacher toolkit containing tutorials, exercises, and guidelines to be delivered in electronic format. A complete e-learning solution consisting of laboratory technology, hands-on, POC (Proof-of-Concept), and curriculum-based content will be created. It will support collaborative learning, including laboratories with remote access.

  • Development of innovative e-learning teaching material, hands-on material for practical laboratories with case study scenarios
  • These materials will be available through e-learning platform, deployed in UPB’s cloud as open educational resources.
  • Specific software training sessions of teaching courses will be available through virtualization in the cloud.
  • These specific working scenarios will give students the possibility to express their goals with clarity and to create suitable application architectures to achieve these goals, creating rich simulations.
  • We will create hands-on to develop specific case studies for education in robotic engineering field that combines the service-oriented application development with a high-level visual modelling approach assisted by animation and simulation tools.

“Technology to Teach Technology” platforms that support distributed application development for which the following four main steps are proposed to describe educational case

Studies in robotics:

Activity 1:

Robotic task identification.

This step aims to teach participants how to create a requirements document to define overall robotic system functionalities associated to real-world tasks, as well as performance measure for system validation through simulation, based on independent, local decisions and actions of the system’s components;

Activity 2:

Scenario definition.

This step aims to teach participants how to create a use case model to comply with the real-world robotic task objectives. Rich simulation scenarios can be defined in an environment to help in validating different aspects of interaction between robotic task participants;

Activity 3:

Formal model design of the robotic task.

In this step, for each robotic task, an associated architecture of the agent-based model is defined, consisting of a set of agents, the environment in which they operate, agents’ communication protocol, and the set of general rules according to which they execute their actions;

Activity 4:

Agent based operational modelling of the simulated robot assemblage society.

This step aims at the implementation of the coordination strategy defined in step (a3).

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