Abstract

This study explores the impact of robotics activities on the creativity and problem-solving performances of secondary school students. The participants consisted of 10 students from a computer science class at a secondary school. The robotics activities utilized Lego Ev3 kits and incorporated reverse engineering principles. Data were gathered using open-ended forms created to evaluate students' perspectives on creativity while engaging in tasks and their robotics problem-solving performances. The findings revealed that, most of the students demonstrated proficient skills, particularly in recognising problems, and creating alternatives, while their reasoning, applying the solution, and sharing skills were adequate. We hope this study will offer a valuable example of how to incorporate robotic activities within the reverse engineering approach.

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