In this thought provoking video Christoph Bartneck, Associate Professor University of Canterbury, NZ makes the distinction between the current situation of students, '... being able to build and programme robots .... and the opportunity arises that robots could also become teachers or assistants to teachers.'
On his website http://www.bartneck.de/ Christoph makes an interesting point when talking about ethics and AI, 'Robots are not just machines. They represent us without being us.'
Broadly speaking the use of robots in the educational setting can be categorised under three headings:
Building robots which involves students constructing robots from various materials and including found materials and retail based kits
Coding robots to follow commands set by students. Many software developers and retailer compete in this space a summary of these types can be found at DigiTech Hub and,
Social Robotics with humanoid features being used more and more as an aid to teaching students
The video 'Robot Teacher' shows how robots are being used in a Finnish school to assist in the teaching of Languages.
In the video opposite, Sam Kingsley from The Brainary showcases practical examples of how to incorporate the Digital Technologies Curriculum and ICT across multiple areas of the school curriculum. He demonstrates how robotics (hardware and software) can be used in classrooms and across different learning areas.
This link takes you to an interesting article on how Singapore is using robots in construction, customer information at Metro stations, Baristas and Librarians
Robots are being used at the Spirit of Punjab in Halls Gap Victoria due to the difficulty attracting hospitality staff to the region.
How about Robotics and AI combined to make craft beer? Adelaide Uni students and Barossa Brewery combine to make their AI IPA
For more topical articles about ways in which robotics is influencing our everyday lives go to https://www.abc.net.au/news/topic/robotics
'Augmented reality (AR) allows computer-generated information and virtual objects to be overlayed on physical object in real time. AR is a relatively young technology in terms of mass adoption.'
and further,
'Virtual reality (VR) is a 3D computer-generated environment which can be highly imaginative or a realistic simulation of the actual world. Depending on the VR environment, people can interact through first-person view (through their eyes or the eyes of a character) or in the third person (disembodied) perspectives, or they can switch between the two.'
Southgate, E., et al (2018) Short read: Virtual and augmented reality and school education. Newcastle: University of Newcastle, Australia.
https://www.dese.gov.au/download/4639/short-read-vr-ar/6938/document/pdf
"It has been established that the use of augmented reality in the educational process has a number of peculiarities and benefits, in particular, augmented reality is a highly interactive resource that causes emotional experiences; complete immersion in to the training process due to 3D visualization and elements of gamification; the possibility of a smooth transition from abstractions to real models..."
The Application of Augmented Reality in Education and Development of Students Cognitive Activity Kozak etal 2021
https://elibrary.kubg.edu.ua/id/eprint/39146/1/Kozak_Kozlitin_ISTERI_21.pdf
DLTV produced this excellent resource video featuring Paul Hamilton
Game-based learning is transforming how students learn
Integrating game-based solutions into the learning experience through the use of tablets, laptops and virtual reality (VR) can increase engagement and result in positive learning outcomes. As demand grows for high-quality education leveraging technology, the adoption of game-based and gamification education strategies by education organizations is on the rise.
DLTV worked with the Digital Technologies Hub to deliver a series of Professional Learning webinars during 2021.
Artificial intelligence (AI) is all around us, offering an exciting new way for students and teachers to explore the world.
It also provides students with a meaningful way to engage with many of the core concepts and applications within the Australian Digital Technologies Learning Area (F–10), as well as a number of General Capabilities.
The resources are split into 5 Primary and 5 Secondary videos and the cover Introduction to AI, Machine Learning, data, Ethics and AI, and Deep Dives.
The whole series can be found at https://dltv.vic.edu.au/recordings-AI
https://pursuit.unimelb.edu.au/articles/how-technology-is-boosting-our-young-people-s-wellbeing
Professor Dianne Vella-Brodrick from the University of Melbourne's Centre for Wellbeing Science writes, "Providing young people with tools to manage their daily stress and anxiety is an important goal that complements any of their academic achievements."
Vella-Broderick's research project team used positive psychology sessions combined with bio-feedback techniques in their study with secondary students, Professor Vella-Broderick's research team developed software called 'Bio Dash'
"By using an iPad or smartphone to engage in the biofeedback and gamification tasks, students get real-time information about their brain activity, respiration and skin conductance in response to strategies like deep breathing, mental imagery, mindfulness and emotion regulation through music, visual images, self-talk and savouring."