Авторы

  • Диёржон Розикулов
    Shahrisabz State Pedagogical Institute Shahrisabz

DOI:

https://doi.org/10.71337/inlibrary.uz.ijai.108087

Аннотация

The use of digital programming and design in the educational process is an important tool for developing creativity. Today, technologies provide opportunities to enhance students' creative thinking skills by introducing innovative approaches into the learning process [27]. In this regard, programs such as Lego Digital Designer and Scratch are among the most effective tools, as they help students not only acquire technical knowledge but also develop creative approaches.

 

 

background image

INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE

ISSN: 2692-5206, Impact Factor: 12,23

American Academic publishers, volume 05, issue 05,2025

Journal:

https://www.academicpublishers.org/journals/index.php/ijai

page 2302

DEVELOPING STUDENTS' CREATIVITY THROUGH ROBOTICS

Ro‘ziqulov Diyorjon Ilhomjon ugli

Master’s student at Shahrisabz State Pedagogical Institute

Shahrisabz, Uzbekistan

The use of digital programming and design in the educational process is an important

tool for developing creativity. Today, technologies provide opportunities to enhance students'

creative thinking skills by introducing innovative approaches into the learning process [27]. In

this regard, programs such as Lego Digital Designer and Scratch are among the most effective

tools, as they help students not only acquire technical knowledge but also develop creative

approaches.

Lego Digital Designer: Developing Creativity through Simulation

Lego Digital Designer (LDD) is a digital construction tool that allows users to create

and test various projects virtually. This program serves not only to develop engineering skills

but also to foster creativity [27]. Through LDD, students learn the following aspects:

Design and construction skills:

While creating virtual projects using Lego constructors,

students learn the basics of design and apply creative approaches.

Problem-solving:

By addressing challenges encountered during the implementation of

projects in a virtual environment, students develop independent thinking and learn to find

new solutions.

Innovative approach:

Through virtual construction tools, students have the opportunity to

apply technologies in practice and test their creative ideas in action.

To create a creative environment in the educational process using the LEGO Digital

Designer (LDD) program, it is essential first to ensure that the software has been downloaded

safely. For this, it is recommended to download it from the official LEGO website or other

trusted software sources [3]. Once the program is installed, it is important to introduce students

to the three-dimensional workspace and the program interface. Attention should be given to the

following aspects:

1. Introduction to the interface and tools:

Explain the main tools, buttons, and tabs in the

program to the students. Provide a clear explanation of key components of the interface,

including 3D objects and model creation tools, so that students can work comfortably within

the software.

2.

Explaining the program’s capabilities:

With the help of the LEGO Digital Designer

platform, students can create models of various sizes. These models may vary in complexity,

so when explaining the program’s capabilities, it is important to emphasize that students’

creative potential is unlimited [4]. It is also advisable to showcase the variety of LEGO

parts available in the program.

3.

Teaching practical tasks:

Once students are fully familiar with the program, it is necessary

to provide teacher-created video lessons or practical assignments. These lessons should

demonstrate how to create LEGO models and guide students step by step through the

process. Since the modeling process can take a considerable amount of time, it is important

to explain to students how to manage their time effectively while working in the program.

4.

Time management:

To prevent students from spending too much time in front of the

computer, it is advisable to divide the practical sessions into 15–20 minute segments. Teach


background image

INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE

ISSN: 2692-5206, Impact Factor: 12,23

American Academic publishers, volume 05, issue 05,2025

Journal:

https://www.academicpublishers.org/journals/index.php/ijai

page 2303

Figure 2. Designing a Locomotive in LEGO

Digital Designer

students how to save their models and continue working on them later. Since LDD allows

models to be saved, students can resume their work whenever needed.

5.

Developing creativity:

With LEGO Digital Designer, students can enhance their creative

thinking and problem-solving skills. The wide variety of bricks and accessories available in

the program enables them to design diverse models, thereby expanding their logical and

creative thinking abilities. Moreover, this process helps them discover new approaches in

creating and modeling their own projects.

6.

Development of technical skills:

Students can improve their technological literacy and

develop technical skills using LEGO Digital Designer. This program is an important

platform not only for fostering creativity but also for technical development. Through the

program’s 3D interface, students learn design, understand engineering principles, and apply

technologies.

System Requirements for LEGO Digital Designer. The following minimum system

requirements are necessary for the LEGO Digital Designer program to run efficiently:

System requirements for Windows: Operating system: Windows XP, Windows Vista,

Windows 7, or Windows 8 (Windows 10 or higher versions are also recommended)

CPU: 1 gigahertz or faster processor

Graphics card: 128 MB video memory, compatible with OpenGL 1.1 or higher versions

RAM: 512 MB or higher (recommended — 1 GB or more)

Hard disk space: 1 GB of free space

System requirements for Mac OS:

Operating system: Mac OS X 10.5 or later

CPU: 1 gigahertz or faster processor

Graphics card: 128 MB video memory, compatible with OpenGL 1.1 or higher versions

RAM: 1 GB

Hard disk space: 1 GB of free space

Launching LEGO Digital Designer and the Interface

Each time you launch the LEGO Digital Designer program, a "Welcome" message appears on

the screen. On this screen, you can choose

one of the following main options:

Figure 1. Preparing LEGO Digital

Designer for Use


background image

INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE

ISSN: 2692-5206, Impact Factor: 12,23

American Academic publishers, volume 05, issue 05,2025

Journal:

https://www.academicpublishers.org/journals/index.php/ijai

page 2304

1. LEGO Digital Designer mode:

In this mode, you can create any model you want using

various LEGO® parts. This mode is designed for creative designs and includes a wide

collection of LEGO pieces.

2. LEGO Mindstorms® mode:

This mode is designed for virtual simulation of LEGO

Mindstorms® robots and their parts. Here, you can create various robot models and

have the ability to program them.

3.

Digital Designer design section:

In this section, you can create large projects. By using

red bricks, you can implement large-scale designs. This is intended for designing big

and complex models.

Learning practical exercises using LEGO Digital Designer. You can watch the video

lesson by scanning the following QR code.

By scanning this QR code, you can learn how to use

LEGO Digital Designer and

create projects.

To reinforce the covered topic, scan this QR code and answer the questions.

Creating Game Programs in the Scratch Environment

The Scratch programming environment allows children to create their own animated and

interactive projects. In this environment, games, cartoons, presentations, and other creative

projects can be developed. Through Scratch, students can share their projects worldwide,

exchange experiences with other users, and expand their knowledge.

Scratch primarily relies on its block-based programming system. In this system, users

write code by connecting program blocks of different colors and functions. The Scratch

environment is similar to the Lego constructor, where users assemble projects by using

individual program blocks in a similar way.

Learning Programming with Scratch

In the Scratch environment, you can start with simple shapes and create engaging games

and animations. This environment not only helps students learn programming easily but also

supports the development of their creativity and logical thinking skills. Scratch allows students

to engage in the creative process by making their own animated stories, presentations, models,

and games. Projects can be shared online with the international community and viewed by other

users. Scratch is a new educational environment designed to teach programming to school

students. In Scratch, users can create various animations and interactive projects. This

environment provides opportunities to make movies, interact with different objects, change

appearances, move objects around the screen, and establish interactions between objects.


background image

INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE

ISSN: 2692-5206, Impact Factor: 12,23

American Academic publishers, volume 05, issue 05,2025

Journal:

https://www.academicpublishers.org/journals/index.php/ijai

page 2305

Figure 3. Scratch Program Workspace

Scratch is based on a block-based programming system where program blocks are presented in

different colors. These blocks connect to form programs, much like building with Lego bricks.

When users execute simple commands, many objects with various properties interact to create

complex models.

Starting to program with Scratch is very simple and user-friendly, making it suitable not

only for older students but also for younger learners as an educational tool. This, in turn, eases

the introduction to programming and creates opportunities for children to develop their

creativity.

The Scratch workspace is the main interface for developers or students where all the key

tasks are performed. This workspace consists of several sections, each serving a specific

purpose. Below are the main parts of the workspace:

Stage:


background image

INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE

ISSN: 2692-5206, Impact Factor: 12,23

American Academic publishers, volume 05, issue 05,2025

Journal:

https://www.academicpublishers.org/journals/index.php/ijai

page 2306

The stage is the primary area in the Scratch environment where the program’s processes are

visually displayed. This area shows the movements and interactions of sprites and other

elements set by the user. The stage typically has a size of 480x360 pixels, but users can

dynamically change the background and stage dimensions. Sprites move on the stage, allowing

users to create interactive games or stories in their projects. Additionally, the stage plays an

important role in visualizing the programming process.

Figure 4. Sprites

2. Sprites

:

Sprites are the main objects in Scratch. They are characters that perform interactive and

animated actions within the user’s project. Each sprite follows various commands and moves

visibly on the stage. Sprites can change color, apply animations, or interact with other sprites.

For example, interactive stories can be created by making sprites swim or move around.

Additionally, sprites allow adding sounds or creating events.


background image

INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE

ISSN: 2692-5206, Impact Factor: 12,23

American Academic publishers, volume 05, issue 05,2025

Journal:

https://www.academicpublishers.org/journals/index.php/ijai

page 2307

Figure 5. Using Built-in Tutorials in Scratch

Learn practical exercises using the Scratch program. You can watch the video lesson by

scanning the QR code below.

By scanning this QR code, you can learn

how to use the Scratch program and create

projects.

After watching the video lesson, create a

game independently by yourself.

Conclusion

. Robotics offers a

powerful platform for enhancing students'

creativity by integrating hands-on learning

with problem-solving and critical thinking.

Through

designing,

building,

and

programming robots, students engage in

an interactive educational process that

nurtures innovation and imaginative skills.

Incorporating robotics into the curriculum

not only strengthens technical competencies but also fosters collaborative teamwork and

independent thinking. As a result, robotics education plays a vital role in preparing students for

future technological challenges while unlocking their creative potential.

References

:

1. O‘zbekiston Respublikasi Prezidentimizning 2020-yil 29-oktyabrdagi PF- 6097-son “Ilm-

fanni 2030-yilgacha rivojlantrish” konsepsiyasi

2. "Robotics: Control, Sensing, Vision, and Intelligence" Muallif: R. Siegwart, I. R.

Nourbakhsh, D. Scaramuzza Yil: 2011 Bet: 5-12 (robototexnikaning tarixi va asosiy

tushunchalari haqida)

3. "Introduction to Autonomous Robots" Muallif: G. Antonelli, R. B. E. S. Baras, E. B. G. C.

Morandi Yil: 2017 Bet: 19-30 (avtonom robotlar va ularning rivojlanishi)

4. "Robotics: Foundations, Applications, and Future Directions" Muallif: Michael A. G. (Ed.)

Yil: 2018 Bet: 3-10 (robototexnika tarixiga oid ma'lumotlar)

5. "Artificial Intelligence: A Modern Approach" Muallif: Stuart Russell, Peter Norvig Yil:

2016 Bet: 27-35 (sun'iy intellekt asoslari va uning robototexnikaga ta'siri)

6. "The Robotics Primer" Muallif: I. J. N. Yil: 2006 Bet: 13-22 (robotlarning tarixi va

mexanikasi)

7. “Informatika va Raqamli Texnologiyalar” o’quv qo’llanma Muallif: O’.S. Eshaliyev, Z.SH.

Nurmamatov, J.X. Xayitov Yil: 2024

Библиографические ссылки

O‘zbekiston Respublikasi Prezidentimizning 2020-yil 29-oktyabrdagi PF- 6097-son “Ilm-fanni 2030-yilgacha rivojlantrish” konsepsiyasi

"Robotics: Control, Sensing, Vision, and Intelligence" Muallif: R. Siegwart, I. R. Nourbakhsh, D. Scaramuzza Yil: 2011 Bet: 5-12 (robototexnikaning tarixi va asosiy tushunchalari haqida)

"Introduction to Autonomous Robots" Muallif: G. Antonelli, R. B. E. S. Baras, E. B. G. C. Morandi Yil: 2017 Bet: 19-30 (avtonom robotlar va ularning rivojlanishi)

"Robotics: Foundations, Applications, and Future Directions" Muallif: Michael A. G. (Ed.) Yil: 2018 Bet: 3-10 (robototexnika tarixiga oid ma'lumotlar)

"Artificial Intelligence: A Modern Approach" Muallif: Stuart Russell, Peter Norvig Yil: 2016 Bet: 27-35 (sun'iy intellekt asoslari va uning robototexnikaga ta'siri)

"The Robotics Primer" Muallif: I. J. N. Yil: 2006 Bet: 13-22 (robotlarning tarixi va mexanikasi)

“Informatika va Raqamli Texnologiyalar” o’quv qo’llanma Muallif: O’.S. Eshaliyev, Z.SH. Nurmamatov, J.X. Xayitov Yil: 2024