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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using educational robot and tablet to improve wayfinding in children</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alice Tartarini</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Elvis Mazzoni</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Martina Benvenuti</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Catia Prandi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Silvia Mirri</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sara Giovagnoli</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Italian National Research Council (CNR)</institution>
          ,
          <addr-line>Genoa</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Bologna - Department of Computer Science and Engineering</institution>
          ,
          <addr-line>Bologna</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Bologna - Department of Psychology</institution>
          ,
          <addr-line>Bologna</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Wayfinding is one of the most important skills that children have to learn in order to safely move in the environment. One problem that 6-7-year-old children encounter with wayfinding is changing their point of view to that of another person in different position in the same environment, such as that of a person opposite them whose perspective is turned 180° with respect to their own. Robots could help children in learning this skill, since children can instruct them to move in the environment, in predetermined paths, by starting from a rotated perspective. This study uses three different types of robot (humanoid robot, two types of non-humanoid robots, tablets' robot-application) in order to evaluate how a specific activity (instructing a robot to perform a given route) enhances the wayfinding skills of 227 6-7-year-old children. The research shows that children who performed the wayfinding task with tablet's robot-application improved their performance significantly better compared with those who used the other types of robots.</p>
      </abstract>
      <kwd-group>
        <kwd>Robot Interaction</kwd>
        <kwd>Child-Computer Interaction</kwd>
        <kwd>Mobile Device</kwd>
        <kwd>Zone of Proximal Development</kwd>
        <kwd>Socio-Cognitive Conflict</kwd>
        <kwd>Wayfinding</kwd>
        <kwd>RobotIn-The-Loop Education</kwd>
        <kwd>Tablet</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Learning with robots</title>
      <p>
        According to Vygotskij [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], humans learn and develop skills within their potential of
development called Zone of Proximal Development. This concept represents the
distance between the actual developmental level as determined by independent problem
solving and the level of potential development as determined through problem solving
under adult guidance or in collaboration with more capable peer [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In other words,
according to this concept, thanks to an active process of social interaction, children can
reach their full development potential. The interaction aspect is important not only in
the constructivism, social constructivism, and constructionist theory [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] but also in the
social learning theory [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. According to Bandura [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], children can acquire new
knowledge and assimilate new behaviours by observing the actions of others.
Even though theories appear similar in their emphasis on the concept of learning from
      </p>
      <p>
        Copyright © 2020 for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
others and on the importance of "social relations"; the constructivist, social
constructivist and constructionist theories, compared to Bandura's one, place more emphasis on
the active process of social interaction than in the more simple observation of others.
Furthermore, according to Vygotsky [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], as for Piaget [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], social interactions can lead
to cognitive conflicts in which knowledge construction develops. Doise and colleagues'
studies [
        <xref ref-type="bibr" rid="ref5 ref6 ref7">5-6, 7</xref>
        ] on the role of socio-cognitive conflict, examined in a series of different
experimental conditions, have highlighted how conflictual interaction promotes
progress. An interaction generate conflict when the participants, that are initially focused
in their own view, are leads to coordinate their points of view to solve a task during a
problem-solving activity. This is fundamental to produce progress in all partners. For
example, in a situation in which two children have to collaborate to reproduce a
small village map, if they are facing each other they will have two opposite points
of view because the right of one is the left of the other so they will have to coordinate
their different points of view in order to solve the task. Doise and Mugny [
        <xref ref-type="bibr" rid="ref5 ref8">5, 8</xref>
        ] showed
that children with little or no experience benefit from their partner's point of view, but
they also claimed that the more expert children also benefit from working in pairs, since
this allows them to increase their performance capabilities. This can be explained
according to Vygotsky's Zone of Proximal Development concept: if the gap between the
two levels of development is large, there is more improve margin. Therefore, also the
concept of socio-cognitive conflict, that is related to Zone of Proximal Development
concept, is crucial in Human-Robot Interactions (HRI).
      </p>
      <p>Starting from these theories, the present study assumes that, during HRI, robots will be
able to engage a child in an authentic situation of socio-cognitive conflict and thus
enhance a child’s ability, acting inside child's Zone of Proximal Development.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Human Robot Interaction and Use of robots in children education</title>
      <p>
        In the last few years HRI is born as a field of study that is dedicated to understanding,
designing, and evaluating robotic systems for use by or with humans [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. One of
the hallmarks of HRI is treating the robot as an active means, learning social
partner, of supporting children as they perform tasks [
        <xref ref-type="bibr" rid="ref11 ref9">9, 11</xref>
        ]. The volume of studies on the
use of robotics in a variety of areas of human life has increased significantly: from
supporting disability to developing skills, from learning how to code the robot’s
behaviour to learning a second language [
        <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
        ]. Drawing on this line of research, several
studies with preschool and school children focused on child-robot interactions with the
aim of involving children in different activities, such as computational thinking tasks
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], creative dance [
        <xref ref-type="bibr" rid="ref15 ref16">15, 16</xref>
        ] narration [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], as well as tasks on space skills [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
Therefore, there are evidence that supports the use of robotics as an educational tool. Mubin
and colleagues [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ] affirm that, in educational settings, a robot can have two different
roles, active or passive. On the one hand, robots can be used to facilitate the learning of
robotics and computer education (passive role) on the other hand, they could facilitate
the learning of non-technical education (active role). The first category deals with
learning about robotics itself or the functioning of technology (i.e. how to assemble or
program a specific robot). The second category regards non-technical information as in
this case the robot is used as social partner to develop specific abilities [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. In a recent
review of the applicability of robotics in education, Mubin and colleagues [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ] assume
that child-cooperative learning achieves better results than individual knowledge
acquisition. Therefore, the use of robots in educational settings, as social learning partners
or as tools to assemble or program, can bring benefits in different learning
environments. The choice of the most appropriate type of robot or its role depends on the setting
and the person who will interact with it. For example, if the goal is merely to instruct
the robot to perform a particular action or a sequence of movements, basic and low-cost
robots such as Bee/Blue-Bot or Ozobot are recommended. Robots like Nao [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ],
Pepper [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] and MecWilly [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] are particularly useful in enhancing abilities or acquiring
non-technical knowledge such as music, spatial orientation and language [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ]. In this
regard, starting from the paradigms of the “Robot as Social Partner” and “Robot as
Programmable Tool” [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ] this paper reports a research project which uses a humanoid
robot, two non-humanoid robots and a digital representation of the humanoid robot
(tablet application) in order to engage school children in an authentic situation of
sociocognitive conflict and, acting within child's Zone of Proximal Development, support
them in improving their wayfinding skills. In the present study it is included a
digital representation of the humanoid robot because only few studies have
investigated the differences in using physical robots versus virtual representations of the
same robots in a tablet application. Li [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] presented a survey of 33 experimental works
that comparing how people interacted with physical robots and virtual agents. The
analyses verified that robots were more persuasive and perceived more positively when
physically present in a user׳s environment than when digitally-displayed on a screen
either as a video feed of the same robot or as a virtual character analog. Westlund’s
recent study also gives similar results [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. Westlund and colleagues have investigated
differences in learning comparing the use of a social robot, a tablet and people,
involving nineteen children, ages 4-6. Nonetheless the authors focused on a specific task (i,e.,
learning new words), results are really interesting. From the outcomes it emerges that
all three interlocutors served equally well as providers of new words. However, children
strongly prefer learning with the robot, and considered it to be more like a person.
Nevertheless, it is possible that tablet is more effective in supporting the acquisition of some
skills such as wayfinding ability.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Wayfinding and spatial orientation in children</title>
      <p>
        Wayfinding, a specific spatial orientation ability, is a skill which consists in
defining and following the path between an origin and a destination [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. According to
Piccardi [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] this ability is fundamental that has an evolutionary and ecological meaning
for all organisms that are able to move. Piaget and Inhelder’s studies [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] support the
idea by which children gradually create a flexible geometric system that helps them to
represent their spatial knowledge. According to the authors these mental schemas are
constructed through active interaction with the environment and are related to the
different phases of growth. Later, other researchers [
        <xref ref-type="bibr" rid="ref27 ref28">27, 28</xref>
        ] questioned the
assumption that these knowledge systems are created from scratch. According to Spencer
and Darvizeh [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] and Heft and Wohlwill [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] such schemas do not appear in
specific stages of development but are always available to the child. Indeed,
investigation shown that the advantage adults have over children in verbal
interference tasks disappears in simple wayfinding tasks [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. Behind this point of view there
is the theory by which children do not have an advantage because of their new mental
schemas but is because the adults, through the use of language, are able to benefit from
different processing systems and different spatial information. Other
studies showed that two-year-old children are able to use landmarks and geometric
information in order to locate objects that have been shown and then hidden.
Furthermore, children under the age of three can link spatial information to the left-right
concept in a non-verbal mode, thus underlining the precociousness of spatial awareness
[
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]. Moreover, Cheng and Newcombe [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] verified that children
between two and three years old who are spatially disoriented by a researcher, are
able to orient themselves using exclusively environmental structures. Also,
children between three- and four-years old use other types of information to find their
orientation, such as the colours of objects [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ], and children between five and six years
old can use physical maps to move in experimental locations [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. Liben and colleagues
[
        <xref ref-type="bibr" rid="ref34">34</xref>
        ] wanted to evaluate the orientation abilities of children between nine and ten years
old in a real space. Their results showed that children who achieved the best results in
the spatial orientation test were also able, in the same way, to orient themselves more
effectively in real spaces; they also found that males achieved better results than
females in tests of spatial ability. Based on these assumptions, it is possible to say that
the wayfinding ability is a competence that change over the time and a robotic partner
could be able to improve it, especially in children. Benvenuti and Mazzoni [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ] have
discovered that robots are able to improve the wayfinding abilities of preschool
children. Specifically, the study showed that children who performed the wayfinding task
with a humanoid robot improved their performance significantly better compared with
those who used a non-humanoid robot.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Objectives and Research question</title>
      <p>
        Starting from social constructivism theory (human development is socially situated, and
knowledge is built through interaction with others) [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ], and from Papert’s
constructionism theory (knowledge and learning find expression in the realization and
manipulation of concrete and material products) [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ]; considering also the Vygotsky’s concept
of Zone of Proximal Development [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], it is possible to say that robots could improve
children’s abilities. In this regard, the aim of the present study is to investigate how
67 years old school children performed a wayfinding task supported by three
different types of robot: i) a humanoid robot; ii) two types of non-humanoid robots; and iii)
a digital representation of the humanoid robot made available in a tablets’
robot-application. In particular, children were asked to instruct a robot to perform a given route,
and the research wants to verify if robots, used like social partners or interactive tool,
are able, acting within children’s Zone of Proximal Development, to improve their
wayfinding skills. Finally, this study wants to understand which types of technological
artifacts can be more effective. Thus, considering all these goals the following hypotheses
were formulated:
H1: The use of three different types of robot, humanoid robot, non-humanoid robot,
and tablet, should significantly improve 6-7 years old children’s wayfinding skills from
pre-test to post-test.
      </p>
      <p>H2: According to several study with children that shown that the use of a human-like
robot behaving as a peer in the learning process can be highly effective [36; 13]: a
humanoid physical robot should be more effective than a non-humanoid robot and the
tablets’ robot-application in a wayfinding task.
5
5.1</p>
    </sec>
    <sec id="sec-5">
      <title>Methodology</title>
      <p>Sample Description
The research test involved 227 6-7-year-old-school children (59,5% males and 40,5%
females), randomly assigned to four different experimental groups and a control group
(see Tab 1). The control group was composed of children who didn’t perform any
activity between the pre-test and the post-test.</p>
      <p>The study and related data processing were agreed with the schools and with the
children’s parents. The classes participated voluntarily in accordance with the teacher’s
joining up. The research was approved by the ethics committee of Bologna university.
The present study used three robots, the humanoid robot MecWilly
(https://mecwilly.it/), the non-humanoid robots Dash
(https://www.makewonder.com/robots/dash/) and Blue Bot
(https://www.ttsinternational.com/blue-bot-bluetooth-programmable-floor-robot/1015269.html), a
tablet’s robot application, and three chessboards on which robots move. These are different
only for size: the smaller one is used for pre-test and post-test phase, the medium one
for Blue Bot and the bigger one for Dash and MecWilly.</p>
      <p>MecWilly is an interactive robot able to simulate human emotions and recognize human
language, objects and environmental changes determined by human behavior.
Dash is a programmable robot equipped with wheels and distance sensors that allow it
to move in all directions avoiding obstacles. The robot has four directional buttons and
also it has three microphones.</p>
      <p>Blue-Bot is a little robot designed to teach coding, develop problem-solving abilities
and analyze action sequences. The robot has different directional buttons on its back
(forwards, backwards, right and left), which allow the user to plan a route (each of
BlueBot’s movement covers 15 cm).</p>
      <p>The tablet’s robot-application is based on the MecWilly situation. Thus, the game show
a chessboard on which an avatar of MecWilly has to be moved to achieve the objective:
throw waste in the appropriate containers.</p>
      <p>The research was carried out in the elementary schools which participated in the project.
All the children were individually evaluated in a pre-test phase (before the experimental
activity), in a test phase and in a post-test phase (after the experimental activity). The
entire procedure took half a day per each class. The task was the same for the three
experimental phases except for the robots that are used only in the test phase. During
the task, a child sits alone opposite the experimenter, in the pre-test and post-test phase,
and in front of the robot in the test phase, between them there is a chessboard (see Fig.
1).</p>
      <p>Fig. 1. The wayfinding tasks.</p>
      <p>On the chessboard are placed, in specific squared, recycling bins: yellow for plastic,
blue for paper, gray for non-recyclable waste, brown for organic waste and green for
glass. In the proposed activity they represent obstacles that must be avoided by robots.
During pre-test and post-test phase the children have to give experimenter the
instructions to move a robot puppet around the chessboard, in order to arrive to the plastic bin.
If the child gives instructions to move the puppet to an occupied space, the experimenter
says that the puppet could not pass through the object, thus the puppet will stop in front
of it. Data collected during the pretest and posttest phases were amount of time on task
(in seconds) and number of moves required to complete the task, and these are the
dependent variables that have been considered to assess the improvement on the children's
wayfinding ability.</p>
      <p>During the test phase, regardless the type of robot used, the children have to give the
robot instructions (move forward, move backwards, turn right and turn left) to place a
plastic bottle into the plastic bin. If the child directs the robot to a space occupied by a
recycle bin, the experimenter says that the robot cannot pass through the object, thus
the robot will stop in front of it. The chessboard used for MecWilly and Dash is
comprised 6 × 6 squares and measures 3 × 3 m instead the Blue Bot’s one is 6 × 6 squares
and measures 90 × 90 cm. The task could be accomplished in a minimum of nine moves
over a maximum time of five minutes.</p>
      <p>For the tablet’s robot-application, the representation on the screen is the same of the
MecWilly situation. However, the paths become more and more difficult the more
problems the child solve within five minutes.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Results</title>
      <p>This research was designed to analyze what improvements, if any, the children achieved
in wayfinding when supported by two different types of robots, humanoid robot and
non-humanoid robot, and by a tablet’s robot-application.</p>
      <p>Regarding hypothesis H1, a repeated measure T-test has been the used to determine
if the use of four different types of tools, 1 humanoid robot, 2 non-humanoid robot, and
a tablet, significantly improve 6-7 years old children’s wayfinding skills from pre-test
to post-test.). Table 2 shows the differences between the pre-test and the post-test, in
all of four experimental conditions (MecWilly, Blue Bot, Dash, tablet’s
robot-application) and in the Control Group.
Results showed a significant improvement in the time required to perform the task in
all of four experimental conditions (MecWilly, Blue Bot, Dash and Tablet’s
robot-application) but also, in the control group (probably due to an habitude to the task).
However, the tablet condition shows also a significant difference between the number of
moves required to perform the task, representing a clear improvement in the quality of
the solutions found.</p>
      <p>To evaluate if MecWilly (the humanoid-robot) is more effective in supporting children
in wayfinding task than the other robots used in the present study (H2), a MANOVA
was performed considering the difference between pre-test and post-test concerning the
amount of time and the quantity of moves. Analysis showed a significant difference
(,010) in time required to perform the task compared to the type of robot used (generally
tablet seems to be more effective in improving time to perform the task), while no
differences have been found concerning the quality of the performance. Thus MecWilly
seems to be effective as much as the other robot and the tablet.</p>
    </sec>
    <sec id="sec-7">
      <title>Discussion and Conclusion</title>
      <p>
        The main objective of this study was to understand whether two different types of
robots (humanoid robot and non-humanoid robot) and a tablet’s robot-application, acting
as social partner or interactive tool, are able to support 6-7 years old school children in
acquirement of wayfinding skills. For this purpose, were collected the amount of time
and the number of moves used by the children to solve the wayfinding task. The
research is basically rooted in social constructivism theory (human development is
socially situated, and knowledge is built through interaction with others) [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ], in
constructionism theory (knowledge and learning find expression in the realization and
manipulation of concrete and material products) [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ] and in the Vygotsky’s concept of
Zone of Proximal Development [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ].
      </p>
      <p>Hypothesis H1 was partially confirmed: only tablet’s robot-application group did
significant improvements in the amount of time and the number of moves required to
perform the task. In all the other experimental groups, the robot did a significant
improvement only on the amount of time. Also, in the control group is possible to see a
significant improvement on the amount of time. This means that there is an improvement
which is not determined by the experimental activities but is determined by doing the
same task several times in a short time. The main implication of this results is that the
tablet’s robot-application is the only tool that effectively improve children's wayfinding
ability.</p>
      <p>Hypothesis H2 was not confirmed because, although there are differences in children's
performance related to the types of robotic devices used, it is the tablet’s
robot-application that is statistically better than the other robots used in improving children's
wayfinding ability but only in terms of time required to perform the task. No significant
differences were found for the number of moves used. These results imply that the
tablet’s robot-application could be the best tool to support children in the acquiring of
wayfinding ability.</p>
    </sec>
  </body>
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