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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A comparison of the adaptive behavior from kids to adults to learn Block Programming ?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Felipe Moreno-Vera</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Leonardo Leon-Vera</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Juan Guizado-Vasquez</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michael Vera-Panez</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>felipe.moreno@.v</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>lleonv</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>jd.guizadov</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>mverag@uni.pe</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universidad Nacional de Ingenier a</institution>
          ,
          <addr-line>Lima</addr-line>
          ,
          <country country="PE">Peru</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Block programming presents an interactive and very simple way to learn to program, today block programming applications allow you to develop and program the electronic hardware components such as sensors and motors, whose relationship between hardware, software and mobile applications are fundamental in this technological age. In this article we present a study on how much the speed of learning di ers and how much information retention capacity children, adolescents and adults have in the same conditions of learning, environment, tools and teaching system with the topic of creating robots through simulation of electronic circuits. In addition, the manipulation of electronic components such as sensors, motors and bluetooth is presented.</p>
      </abstract>
      <kwd-group>
        <kwd>Learning</kwd>
        <kwd>Education</kwd>
        <kwd>Robotics</kwd>
        <kwd>Kids</kwd>
        <kwd>Teenagers</kwd>
        <kwd>Adults</kwd>
        <kwd>Programing languages</kwd>
        <kwd>Computer games</kwd>
        <kwd>Hardware Simulator</kwd>
        <kwd>Elec- tronic components</kwd>
        <kwd>Block programming</kwd>
        <kwd>Bluetooth</kwd>
        <kwd>Sensors</kwd>
        <kwd>Motors</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        In the context of Peru, the education methodology is not enough to a complete
a certain level of knowledge. Our target study subjects are people between the
ages of 9 and 45, because is the 57.232% of the total population (information
was collected from [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]).
      </p>
      <p>
        Kids (6-9 years old) have more easily way to learn and play with new tools
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], Teens (10-12 years old) and Juniors (13-17 years old) have the same capacity
to learn, but they have another distractions that causes a little reduction in the
learning curve for new things [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>Adults (from 18 years old and on) have a di erent way to learn things about
technology, some of them have experience working with computers but others
do not use computers in daily life.</p>
      <p>We have approximately 100 children, 100 teens, 100 junior and 100 adults,
each group is divided into a group of 25 people with the same curriculum, the
same materials, the same teachers and the same 16 lessons (each lasts 3 hours a
day).
? Universidad Nacional de Ingenier a</p>
    </sec>
    <sec id="sec-2">
      <title>Methodology</title>
      <p>
        We started the classes with the empirical methodology based on Metaphors [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
because or students are novices in programing skills [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. That means, we teach
using example of di erent simple situations in the real life to explain what can
we do to interact and which solutions we provide to solve daily problems.
      </p>
      <p>Once nished this lesson and verify times (See Table 2 for times), we
introduced the algorithm, programing language and block programming concept.
2.1</p>
      <sec id="sec-2-1">
        <title>Learning Computer Science concepts</title>
        <p>To introduce computer science concepts, we explain what is an algorithm based
on common things like how to buy a soda or how to turn on a computer.</p>
        <p>
          To explain block programing, programing language (Javascript) and
algorithm concept, we use BlocklyGames [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], E.g. guide an astronaut to the goal
through a labyrinth (See Figure 1(a) and see Table 3 for times).
Situations time thinking
How to wash their hands 15-20 min
How to build a house 10-15 min
How to download games 10-15 min
How to develop a program 20-25 min
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2 Improving Programming Skills</title>
        <p>
          To introduce programming skills, we explain programing language with
CodeCombat [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] with python language to solve a Loop problem.
        </p>
        <p>CodeCombat as Blockly games, uses methods to give direction to simulate
movement of the character inside the maze level (See Figure 1(b) and Table 5).</p>
        <p>
          Programming code was more easy than blocks. That is because they use mind
map technique [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. With that knowledge students can apply in other situations
or problems.
        </p>
        <p>Learn computer science and how to programming with blocks
(a) Blockly Games
(b) Code Combat</p>
        <p>
          Implementing a robot with electronic components
To introduce how to manipulate electronic components and how to program it,
we use TinkerCad [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] to simulate connections of sensors like buzzer, proximity
or other components like bluetooth, leds and resistance with an Arduino board.
TinkerCad also allow to program it with blocks (See Figure 2(a)) and the last
part is the implement of Kyo Robot (See Figure 2(b)).
        </p>
        <p>(a) Blocks Code
(b) Kyo Design</p>
        <p>Fig. 2: Programing kyo with TinkerCad.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Conclusions</title>
      <p>This work introduces the di erent adaptive behavior with di erent
methodologies in the learning speed of kids, tweens, teens and adults. We note that
tweens and teens have more ability to understand new concepts using games as
metaphors.</p>
      <p>We note that Adults have a strong learning speed to understand new concepts
based on past experience. From kids to juniors, they present a fast learning speed,
but they forget concepts in a little period of time.</p>
    </sec>
  </body>
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