skip to main content
10.1145/3585088.3594489acmconferencesArticle/Chapter ViewAbstractPublication PagesidcConference Proceedingsconference-collections
extended-abstract

Velo: Exploring Animal Behavior Modeling through Hybrid Robotics-Simulation Learning Experience

Published: 19 June 2023 Publication History

Abstract

Velo is a learning experience that combines robotics and simulation to help learners understand and apply a simple yet powerful programming model inspired by Braitenberg vehicles. In this model, programs are constructed only by making connections between sensors and actuators. Despite this simplicity, it is possible to achieve complex behaviors similar to that of animals. Velo is designed to be used in a curriculum that aims to help learners not only learn this programming model, but also the process of analyzing an existing (animal) behavior and breaking it down into a form useful for programming.

References

[1]
Valentino Braitenberg. 1986. Vehicles: Experiments in synthetic psychology. MIT press.
[2]
Po-Yao Chao. 2016. Exploring students’ computational practice, design and performance of problem-solving through a visual programming environment. Computers & Education 95 (2016), 202–215. https://doi.org/10.1016/j.compedu.2016.01.010
[3]
Neil Fraser. 2015. Ten things we’ve learned from Blockly. In 2015 IEEE Blocks and Beyond Workshop (Blocks and Beyond). 49–50. https://doi.org/10.1109/BLOCKS.2015.7369000
[4]
Michael S. Horn, Jeremy Baker, and Uri J. Wilensky. 2020. NetTango Web. https://netlogoweb.org/nettango-builder
[5]
Michael S. Horn, Corey Brady, Arthur Hjorth, Aditi Wagh, and Uri Wilensky. 2014. Frog Pond: A Codefirst Learning Environment on Evolution and Natural Selection. In Proceedings of the 2014 Conference on Interaction Design and Children (Aarhus, Denmark) (IDC ’14). Association for Computing Machinery, New York, NY, USA, 357–360. https://doi.org/10.1145/2593968.2610491
[6]
Stephen R. Kellert. 1985. Attitudes toward Animals: Age-Related Development among Children. The Journal of Environmental Education 16, 3 (1985), 29–39. https://doi.org/10.1080/00958964.1985.9942709 arXiv:https://doi.org/10.1080/00958964.1985.9942709
[7]
D Mioduser, ST Levy, and V Talis. 2002. Kindergarten children’s perception of robotic-control rules. In Intl Conf Learning Sciences.
[8]
Izabel C Olson and Michael S Horn. 2011. Modeling on the table: agent-based modeling in elementary school with NetTango. In Proceedings of the 10th International Conference on Interaction Design and Children. 189–192.
[9]
Seymour Papert and Idit Harel. 1990. Situating constructionism. (1990).
[10]
Mitchel Resnick, John Maloney, Andrés Monroy-Hernández, Natalie Rusk, Evelyn Eastmond, Karen Brennan, Amon Millner, Eric Rosenbaum, Jay Silver, Brian Silverman, 2009. Scratch: programming for all. Commun. ACM 52, 11 (2009), 60–67.
[11]
Eric Schweikardt and Mark D Gross. 2008. Learning about complexity with modular robots. In 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning. IEEE, 116–123.
[12]
Arnan Sipitakiat, Paulo Blikstein, and David P Cavallo. 2004. GoGo board: augmenting programmable bricks for economically challenged audiences. (2004).
[13]
José-Manuel Sáez-López, Marcos Román-González, and Esteban Vázquez-Cano. 2016. Visual programming languages integrated across the curriculum in elementary school: A two year case study using “Scratch” in five schools. Computers & Education 97 (2016), 129–141. https://doi.org/10.1016/j.compedu.2016.03.003
[14]
Seth Tisue and Uri Wilensky. 2004. NetLogo: Design and implementation of a multi-agent modeling environment. In Proceedings of the Agent, Vol. 2004. Springer Cham, Switzerland, 7–9.
[15]
Sokratis Tselegkaridis and Theodosios Sapounidis. 2021. Simulators in educational robotics: A review. Education Sciences 11, 1 (2021), 11.
[16]
Uri Wilensky and Seymour Papert. 2010. Restructurations: Reformulations of knowledge disciplines through new representational forms. Constructionism 17 (2010), 1–15.
[17]
Michelle Hoda. Wilkerson-Jerde. 2012. The DeltaTick Project: Learning Quantitative Change in Complex Systems with Expressive Technologies.

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
IDC '23: Proceedings of the 22nd Annual ACM Interaction Design and Children Conference
June 2023
824 pages
ISBN:9798400701313
DOI:10.1145/3585088
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 19 June 2023

Check for updates

Author Tags

  1. Braitenberg vehicles
  2. computer science education
  3. education
  4. learning
  5. physical computing
  6. visual programming language

Qualifiers

  • Extended-abstract
  • Research
  • Refereed limited

Conference

IDC '23
Sponsor:
IDC '23: Interaction Design and Children
June 19 - 23, 2023
IL, Chicago, USA

Acceptance Rates

Overall Acceptance Rate 172 of 578 submissions, 30%

Upcoming Conference

IDC '25
Interaction Design and Children
June 23 - 26, 2025
Reykjavik , Iceland

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 82
    Total Downloads
  • Downloads (Last 12 months)19
  • Downloads (Last 6 weeks)4
Reflects downloads up to 25 Feb 2025

Other Metrics

Citations

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media