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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Cultivating Computational Thinking Skills via Educational Robotics Activities in a Blended Learning Environment</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Nafsika Pappa</string-name>
          <email>npappa@uniwa.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Proceedings of the Doctoral Consortium of the 19th European Conference on Technology Enhanced Learning</institution>
          ,
          <addr-line>16th</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of West Attica</institution>
          ,
          <addr-line>Ag. Spyridonos Str., Egaleo Postal Code 12243, Athens</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>There is a significant trend in the integration of Educational Robotics at all educational levels, and along with this, the promotion of Computational Thinking is one of the related learning outcomes of this integration. At the same time, the transfer of face -to-face learning to online or Blended Learning context due to the COVID-19 pandemic has led to the development of several technological tools, such as Educational Robotic simulators and online collaborating environments, to support this transfer. In this field, this PhD research aims to design a framework in which students collaborate in a Blended Learning context while solving Educational Robotic activities to cultivate Computational Thinking skills.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Computational Thinking</kwd>
        <kwd>Educational Robotics</kwd>
        <kwd>Blended Learning</kwd>
        <kwd>Robotics Simulators</kwd>
        <kwd>Secondary Education1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Although Computational Thinking (CT) appeared in the
research spotlight as a concept related to Computer
Science, it quickly established its presence within main
life skills such as reading, writing, and arithmetic [1]. In
the last few years, CT has been considered a key concept
in education, and many countries worldwide have
revised curricula to integrate it across several
educational contexts [2].</p>
      <p>Due to CT’s problem-solving approach, CT
cultivation was soon related to Educational Robotics,
leading to strong research interest in CT promotion
through ER activities [3, 4, 5]. Several
frameworks/models have been proposed in the literature
to promote CT skills by combining CT with various
learning outcomes. Most of them are inspired by Piaget’s
constructivism theory and Papert’s constructionism
theory of the additional pedagogical value of interaction
with a real object when constructing knowledge [6].</p>
      <p>Until the outbreak of the COVID-19 pandemic, the
strongest point of this link was ER's experiential and
hands-on learning nature. When transferring the
activities online, the main advantage was lost, leading to
the need to rediscover the frame of CT and ER . Several
solutions were available instead of physical robots, such
as ER simulators or online collaborative environments
[7]. Various ER technologies and good practices have
emerged from the research conducted during the
pandemic period, which can serve to cultivate CT in a
mixed learning context involving face-to-face and online
ER activities.</p>
      <p>This PhD research aims to design a framework for
promoting CT skills through collaborative ER in a
Blended Learning (BL) environment.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Theoretical Framework</title>
      <p>The framework to be developed is determined by the
three factors (CT, ER, and BL) and their interrelations.
Therefore, 2.1.1 discusses Cultivating Computational
Thinking through ER, 2.2 addresses Blended Learning
and ER, and 2.3 highlights the emergence an d use of ER
simulators.</p>
      <sec id="sec-2-1">
        <title>2.1. Cultivating Computational Thinking through ER</title>
        <p>
          A recent review of CT in European compulsory
education [2] highlighted visual programming
environments and ER as the main trends for cultivating
CT. Since the term CT appeared in the literature,
programming has been an appropriate vehicle for CT
cultivation. Several CT assessment tools are based on
programming concepts or activities to evaluate students’
CT skills [
          <xref ref-type="bibr" rid="ref10">8, 9</xref>
          ]. Although programming is part of an ER
project, when referring to CT cultivation through ER in
this research, CT is mainly related to ER concepts and
not only programming concepts. Several frameworks
and methodologies to promote CT through ER have been
proposed in the literature. CPG+ [3] and CCPS [5]
models shed light on the design of ER environments for
cultivating CT. Apart from the type and orchestration of
the activities, they suggest that ER environments where
activities are supervised and implemented in sufficient
0009-0001-3930-420X (N. Pappa)
© 2025 Copyright for this paper by its authors. Use permitted under
Creative Commons License Attribution 4.0 International (CC BY 4.0).
time lead to more effective CT cultivation. In addition,
when working in such environments, students benefit
from more guidance [3] and teachers’ delayed feedback
[
          <xref ref-type="bibr" rid="ref11">10</xref>
          ]. Still, the clarification of classroom orchestration
remains a major research priority [6].
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Blended Learning and ER</title>
        <p>
          The literature shows ongoing research interest in BL,
and its benefits have been widely reported. BL
environments are considered effective when they
integrate benefits from mixed environments
(face-toface and online) [
          <xref ref-type="bibr" rid="ref25 ref26">24, 25</xref>
          ]. Regardless of the subject, a BL
should incorporate flexibility and interaction, facilitate
learning processes, and create an effective learning
climate [
          <xref ref-type="bibr" rid="ref25">24</xref>
          ]. Various models, such as flipped, flex,
selfblend, and rotation, have been proposed [
          <xref ref-type="bibr" rid="ref27">26</xref>
          ], and
several important challenges have been documented
regarding learners’ self–regulation and technology
competencies [
          <xref ref-type="bibr" rid="ref26 ref27">25,26</xref>
          ]. During the COVID-19 pandemic,
several studies on CT and ER in BL environments start
appearing, mainly in higher education.
        </p>
        <p>
          Regarding the transfer of ER in the BL context,
although there are few studies for formal education,
methodologies [
          <xref ref-type="bibr" rid="ref28">27</xref>
          ] that involve a phase/step in which
the student does not have physical contact with the
robots are proposed [
          <xref ref-type="bibr" rid="ref29">5, 28</xref>
          ]. This characteristic could
promote the design of online activities where students
continue working without noticing the absence of the
physical robot. Regarding methodology, the flipped
classroom [7], using instructional videos for every unit
or challenge, has been proposed inseveral studies [
          <xref ref-type="bibr" rid="ref13">7,12</xref>
          ].
Νo models are proposed that include stages
implemented remotely, individually, or collaboratively
among secondary students.
        </p>
        <p>To address the research gap on the lack of secondary
students’ experience with ER in effective BL
environments, one of this research’s expected results
will be the evidence-based heuristics about students'
current practices on working with ER in different
modalities.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. ER Simulators</title>
        <p>
          The use of Robotic Simulators is gaining more ground,
and due to their flexibility [
          <xref ref-type="bibr" rid="ref12 ref13">11,12</xref>
          ], they have been used
by a larger population in recent years. In addition, the
cost of purchasing and maintaining the robotics kits and
the increased time required for implementation
[
          <xref ref-type="bibr" rid="ref12 ref13 ref14">11,12,13</xref>
          ] are some of the educators’ challenges
eliminated using simulators.
        </p>
        <p>
          Many studies agree that using physical robots over
simulators enhances students’ engagement [
          <xref ref-type="bibr" rid="ref15 ref16">14,15</xref>
          ], but
regarding the expected learning outcomes, there does
not seem to be a significant difference between them
[
          <xref ref-type="bibr" rid="ref16">15</xref>
          ]. Moreover, the direct feedback that simulators
provide is considered a great advantage during students’
learning process [
          <xref ref-type="bibr" rid="ref17">16</xref>
          ]. Recent reviews describe a variety
of ER simulators in the form of a) desktop environments,
b) mobile applications, and cloud- based platforms
[
          <xref ref-type="bibr" rid="ref18 ref19">17,18</xref>
          ], highlighting their strengths and weaknesses.
Students work in the simulated environment to cultivate
CT through realistic missions they must complete [
          <xref ref-type="bibr" rid="ref10 ref13">9,12</xref>
          ].
Within these missions, students are confronted with
situations they may encounter in the real world and
make decisions about robot responses based on sensor
and motor parameters. The approaches regarding the
order of the activities (simulated or with physical robots)
differ. There are proposals for engaging students first
with the simulators and then with the physical robot,
and others that start with the physical robot to increase
students' motivation [
          <xref ref-type="bibr" rid="ref15">14</xref>
          ]. Most research conducted over
the last four years investigating using ER simulators in
blended learning environments [
          <xref ref-type="bibr" rid="ref20 ref21">19,20</xref>
          ] involves mainly
university students.
        </p>
        <p>Given the above, a research gap emerges regarding
the ER blended learning framework for CT cultivation in
secondary education. In addition, the changes in the
curricula of Information and Communication
Technology subject (ICT) and Robotics classes
worldwide highlight the need for helping teachers
organise their courses to address the CT's new cognitive
goals. Finally, the variety of ER, CT, and BL technologies
used during the COVID-19 pandemic and the experience
gained need to be evaluated towards extending CT
cultivation through ER beyond the classroom
environment.</p>
        <p>The appropriate combination of them should be
considered a new means for enhancing the pedagogical
goals of the related fields. This is the expected
contribution of the research in the domain of TEL.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Goal and research questions</title>
      <sec id="sec-3-1">
        <title>The objective of this PhD research is to design a</title>
        <p>framework where secondary school students cultivate
CT skills through ER activities in a BL context using ER
simulators (Figure 1). The main question addressing the
aim of the research is:
RQ: How to design, implement, and evaluate a
framework for integrating ER in BL context (physical
robots and simulators) where students cultivate CT
skills?</p>
        <p>The main question is divided into three
subquestions:
RQ1: How to combine ER activities in ER environments
face-to-face in the classroom and remotely?
RQ2: How can CT skills be cultivated when shifting
from hands-on activities with physical robots to the ER
simulation environment, and what modifications occur
during this shift?
RQ3: How does collaboration orchestration affect CT
cultivation in both modalities?</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Methodology</title>
      <p>
        The methodology chosen is Design-Based Research
(DBR) [
        <xref ref-type="bibr" rid="ref30">29</xref>
        ]. This methodological approach best fits the
PhD objectives of solving real-world educational
problems through researchers' and practitioners'
collaboration. The DBR research process involves four
design phases, from identifying the problem to
validating the generated principles and artefacts, and it
is applied iteratively (see Figure 2).
      </p>
      <p>
        Several exploratory studies will be implemented
based on the DBR approach. The participants will
include pre-service and in- service teachers, who are
expected to inform design explorations. Students will
also be involved in informing implementation
explorations. Exploratory studies will use a
mixedmethod design [
        <xref ref-type="bibr" rid="ref21">20</xref>
        ] incorporating quantitative and
qualitative data collection and analysis, aiming at a
comprehensive approach.
      </p>
      <p>
        Following the typical four phases of a DBR, the first
phase includes conducting a systematic literature review
to explore the research context around ER, CT, and BL.
The review's primary focus is related to RQ1, including
existing practices, available technologies (e.g., ER
simulators and online communication platforms), and
pedagogical approaches in educational contexts [
        <xref ref-type="bibr" rid="ref22">21</xref>
        ].
Furthermore, the first phase includes an exploratory
study with practitioners to explore their practices,
attitudes, and challenges while designing ER activities
with ER simulators for cultivating CT skills, as well as
their needs. Educators, working in pairs or triads, will
co- design ER activities in two different ER simulators.
They will then reflect on their design experience and the
critical points analysed in the literature review. Both
qualitative and quantitative data will be analysed.
      </p>
      <p>The data from the exploratory study will be analysed
during the second phase. The literature review findings
and the exploratory study's feedback will help
conceptualise two pilot studies with students working
on ER activities with ER simulators face-to-face and
online.</p>
      <p>Both qualitative and quantitative data will be
collected and analysed (to explore students' practices
and needs). This phase will result in the initial version
of a framework accommodating teachers’ and students’
needs.</p>
      <p>In the third phase, the initial version of the
framework designed will be implemented (first
iteration) with secondary school students attending ER
courses as part of the formal curriculum (RQ2). Data that
will be collected include student deliverables, analytics
from the ER simulator, student perceptions through
questionnaires, and audio/ video recordings from
student interaction and collaboration (RQ3). After data
analysis and further refinements, a second
implementation (second iteration) will be carried out.</p>
      <p>In the fourth phase, based on the second iteration,
the framework will be reconceptualised and evaluated
by in-service teachers, and conclusions will be drawn.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Current Progress</title>
      <p>
        The research is still in its first phase. The Systematic
Literature Review [
        <xref ref-type="bibr" rid="ref24">23</xref>
        ] of “ER Simulators, Trends,
Methods Applied and Learning Outcomes” is due to
conclude soon. Currently, 72 articles from the ERIC and
SCOPUS databases are being analysed.
      </p>
      <p>At the same time, an ER activity with two different
simulators is designed to trigger the educators'
interaction and co-design a framework for using ER
activities in various simulators in the BL context.
Furthermore, the questionnaire provided at the end of
the activity is currently finalised.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>The author would like to thank her supervisors, K.
Papanikolaou, G. Fesakis, and K. Sgouropoulou, for their
valuable guidance and support.</p>
      <sec id="sec-6-1">
        <title>Educational</title>
      </sec>
    </sec>
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