This study explores how a game-based robotic activity, inspired by escape games and designed for children aged 8-11, can foster engagement and flow in STEM education. Conducted with Thymio robots and Visual Programming Language (VPL), the activity combined storytelling, collaboration, and hands-on problem-solving. A total of 59 children participated in the experience and completed a validated questionnaire assessing their perceived flow. Results showed high levels of engagement with no significant gender differences, suggesting the inclusive potential of narrative driven robotics activities. A comparison with a previous dataset involving older participants highlighted the role of age and prior exposure to technology in achieving optimal flow. These findings highlight the value of early immersive experiences in promoting motivation and reducing gender gaps in STEM education.

Engaging Children in Educational Robotics Through Escape Games

Vitanza A.;Gigliotta O.;Tuci E.
2025

Abstract

This study explores how a game-based robotic activity, inspired by escape games and designed for children aged 8-11, can foster engagement and flow in STEM education. Conducted with Thymio robots and Visual Programming Language (VPL), the activity combined storytelling, collaboration, and hands-on problem-solving. A total of 59 children participated in the experience and completed a validated questionnaire assessing their perceived flow. Results showed high levels of engagement with no significant gender differences, suggesting the inclusive potential of narrative driven robotics activities. A comparison with a previous dataset involving older participants highlighted the role of age and prior exposure to technology in achieving optimal flow. These findings highlight the value of early immersive experiences in promoting motivation and reducing gender gaps in STEM education.
2025
Istituto di Scienze e Tecnologie della Cognizione - ISTC - Sede Secondaria Catania
Istituto di Scienze e Tecnologie della Cognizione - ISTC
Educational robotics
escape game
Flow
game-based learning
gender gap
STEM
Thymio
VPL
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/583051
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