Educational Robotics with LEGO Mindstorms EV3: An Active Approach to Teaching Programming Logic
Abstract
This study evaluated the effectiveness of an educational robotics workshop using LEGO Mindstorms EV3 to introduce programming logic to elementary school students. Conducted as part of a supervised internship within a Computer Science Licensure program, the workshop engaged students from grades 5 to 8 in a UTEC setting in Recife, Brazil. By integrating active methodologies such as Pair Learning and Problem-Based Learning, the workshop facilitated a hands on learning experience, where participants built and programmed robots to perform practical tasks and challenges. Data collected through evaluative instruments revealed significant improvements in conceptual understanding, practical skills, cognitive creativity, and overall engagement. The results underscore the potential of combining technological tools with innovative pedagogical strategies to foster critical thinking, creativity, and teamwork, preparing students for the challenges of the digital era.References
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Barrows, H. S. (1986). A taxonomy of problem-based learning methods. Medical Education, 20(6):481–486.
Papert, S. (1980). Mindstorms: Children, Computers, and Powerful Ideas. Basic Books.
Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., and Kafai, Y. (2009). Scratch: Programming for all. Communications of the ACM, 52(11):60–67.
Silva, R. F., Lima, P. F., and Souza, T. M. (2020). O impacto da robótica educacional no
ensino de programação para crianças. In Anais do Congresso Brasileiro de Informática na Educação, volume 30, pages 125–136.
Topping, K. J. (2005). Trends in peer learning. Educational Psychology, 25(6):631–645.
Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press.
Johnson, D. W., & Johnson, R. T. (1999). Learning Together and Alone: Cooperative, Competitive, and Individualistic Learning. Allyn and Bacon.
Resnick, M. (2017). Lifelong Kindergarten: Cultivating Creativity through Projects, Passion, Peers, and Play. MIT Press.
Bloom, B. S. (1984). Taxonomy of Educational Objectives. Pearson Education.
Deci, E. L., & Ryan, R. M. (1985). Intrinsic Motivation and Self-Determination in Human Behavior. Plenum Press.
Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper & Row.
Zimmerman, B. J. (2002). Becoming a Self-Regulated Learner: An Overview. Theory Into Practice, 41(2), 64-70.
MURCIA, Espanha. Los centros de la región serán los primeros de España en impartir el programa Escuela 4.0 de pensamiento computacional, programación y robótica. 2024. Disponível em: [link]. Acesso em: 14 mar. 2025.
WIKIPEDIA. Pensamento Computacional. 2024. Disponível em: [link]. Acesso em: 14 mar. 2025.
Noronha, F. S.; Backes, L.. A Robótica Educacional como tecnologia potencializadora no processo de ensino-aprendizagem. Disponível em: [link].
Published
2025-07-20
How to Cite
PIMENTEL, Henrique Pablo P. S.; LIMA, Arthur Martins de; SILVA, Luis Eduardo T. G. da; SANTANA, Marcos Paulo da Silva; RODRIGUES, Rodrigo Lins.
Educational Robotics with LEGO Mindstorms EV3: An Active Approach to Teaching Programming Logic. In: WORKSHOP ON COMPUTING EDUCATION (WEI), 33. , 2025, Maceió/AL.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 330-340.
ISSN 2595-6175.
DOI: https://doi.org/10.5753/wei.2025.8077.
