2023
DOI: 10.1080/10447318.2023.2189814
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A Child-Robot Musical Theater Afterschool Program for Promoting STEAM Education: A Case Study and Guidelines

Abstract: With the advancements of machine learning and AI technologies, robots have been more widely used in our everyday life and they have also been used in education. The present study introduces a 12-week child-robot theater afterschool program designed to promote science, technology, engineering, and mathematics (STEM) education with art elements (STEAM) for elementary students using social robots. Four modules were designed to introduce robot mechanisms as well as arts: Acting (anthropomorphism), Dance (robot mov… Show more

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Cited by 4 publications
(1 citation statement)
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“…Emerging technologies offer new avenues for children to actively create and shape media content. For example, children's creativity could be facilitated with AI agents that collaborate with children on storytelling experiences (Zhang et al, 2022) or social robots that cocreate musical theater with children (Dong et al, 2023). Further research that broadens the scope of learning objectives beyond the retrieval of predetermined facts or details is needed to understand whether and how digital media influence children's curiosity, creativity, and imagination as a function of interactivity with the intersection of cognitive processes underlying learning and transfer from digital media.…”
Section: Revisiting the Transfer Deficit And Learning Outcomesmentioning
confidence: 99%
“…Emerging technologies offer new avenues for children to actively create and shape media content. For example, children's creativity could be facilitated with AI agents that collaborate with children on storytelling experiences (Zhang et al, 2022) or social robots that cocreate musical theater with children (Dong et al, 2023). Further research that broadens the scope of learning objectives beyond the retrieval of predetermined facts or details is needed to understand whether and how digital media influence children's curiosity, creativity, and imagination as a function of interactivity with the intersection of cognitive processes underlying learning and transfer from digital media.…”
Section: Revisiting the Transfer Deficit And Learning Outcomesmentioning
confidence: 99%