GSGordon Stein

Gordon Stein

*This is an algorithmically generated author record based on publicly available information.

Current Organizations / Institutes

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Previous Organizations / Institutes

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Gordon Stein has a total of 30 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Open Access

    A Brief Introduction to Cybersecurity, Robotics, and Computer Science in Middle Schools

    by Saman Rengber Kittani, Stephanie Zeiger, Gordon Stein, Corey Brady, Shuchi Grover, Kevin Leach, Ákos Lédeczi

  • Open Access

    A Novice-Friendly and Accessible Networked Educational Robotics Simulation Platform

    by Gordon Stein, Devin Jean, Saman Kittani, Menton Deweese, Ákos Lédeczi

    Despite its potential for STEM education, educational robotics remains out of reach for many classrooms due to upfront purchase costs, maintenance requirements, storage space, and numerous other barriers to entry. As demonstrated previously, these physical robot limitations can be reduced or eliminated through simulation. This work presents a new version of RoboScape Online, a browser-based networked educational robotics simulation platform that aims to make robotics education more accessible while expanding both the breadth and depth of topics taught. Through cloud-hosted simulations, this platform enables distant students to collaborate and compete in real-time. Integration with NetsBlox, a block-based programming environment, allows students at any level to participate in computer science activities. By incorporating a virtual machine for running NetsBlox code into the server, RoboScape Online enables scenarios to be built using the same syntax and abstractions used to program the robots. This approach enables more creative curriculum activities while proving that block-based programming is a valuable development tool, not just a “toy language”. Classroom case studies demonstrate RoboScape Online’s potential to improve students’ computational thinking skills and foster positive attitudes toward STEM subjects, with especially significant improvements in attitudes toward self-expression and creativity within the realm of computer science.


  • Open Access

    Browser-based simulation for novice-friendly classroom robotics

    by Gordon Stein, Devin Jean, Corey Brady, Ákos Lédeczi

    Robots are a popular and engaging educational tool for teaching computational thinking, but they often have significant costs and limitations for classroom use. Switching to a simulated environment can eliminate many of these difficulties. By also providing students with a block-based programming environment, the barrier to entry can be further reduced. This paper presents a networked virtual robotics platform designed to create an environment which is highly accessible for novice students and their teachers alike, along with components of a curriculum designed to teach computational thinking skills through robotics programming challenges, including autonomous challenges and in-class competitions. Students access this platform through an extension of the same web interface used for programming their robots, which allows students to collaborate on code and view a shared simulated virtual space. Previously, this virtual robotics platform was used only to facilitate distance education. This paper demonstrates its use in an in-person class during the Spring 2022 semester, illustrating the affordances of a virtual robotics environment for face-to-face learning contexts as well. Students' computational thinking skills were evaluated with assessments both before and after the class, along with surveys and interviews given to determine their opinions and outlooks regarding computer science. The results show that students had a significant improvement in both attitudes and aptitudes.


  • Open Access

    Utilizing Smartphones for Approachable IoT Education in K-12

    by Devin Jean, Brian Broll, Gordon Stein, Ákos Lédeczi

    Distributed computing, computer networking, and the Internet of Things (IoT) are all around us, yet only computer science and engineering majors learn the technologies that enable our modern lives. This paper introduces PhoneIoT, a mobile app that makes it possible to teach some of the basic concepts of distributed computation and networked sensing to novices. PhoneIoT turns mobile phones and tablets into IoT devices and makes it possible to create highly engaging projects through NetsBlox, an open-source block-based programming environment focused on teaching distributed computing at the high school level. PhoneIoT lets NetsBlox programs—running in the browser on the student’s computer—access available sensors. Since phones have touchscreens, PhoneIoT also allows building a Graphical User Interface (GUI) remotely from NetsBlox, which can be set to trigger custom code written by the student via NetsBlox’s message system. This approach enables students to create quite advanced distributed projects, such as turning their phone into a game controller or tracking their exercise on top of an interactive Google Maps background with just a few blocks of code.


  • Block-based abstractions and expansive services to make advanced computing concepts accessible to novices

    by Corey Brady, Brian Broll, Gordon Stein, Devin Jean, Shuchi Grover, Veronica Cateté, Tiffany Barnes, Ákos Lédeczi


  • Open Access

    Distributed Virtual CPS Environment for K12

    by Gordon Stein, Devin Jean, Ákos Lédeczi

    While educational robotics and makerspaces are useful to modern STEM education, they introduce both physical and economic barriers to entry. By creating a simulated, networked environment, we can facilitate instruction on cyber-physical systems and related topics while reducing cost and complexity. The virtual environment created is connected to a block-based programming language, NetsBlox, to allow students to engage with the curriculum regardless of programming experience. The networked simulation and collaborative programming environment combine to become especially effective for distance learning. This demonstration showcases example scenarios providing students with a simple interface to interact with a simplified sensor network in a small area of a smart city and solve robot challenges.


  • Open Access

    A Hands-On Cybersecurity Curriculum Using a Robotics Platform

    by Bernard Yett, Nicole Hutchins, Gordon Stein, Hamid Zare, Caitlin Snyder, Gautam Biswas, Mary Metelko, Ákos Lédeczi

    This paper presents a study using a robotics platform for teaching computing and cybersecurity concepts to high school students. 38 students attended a week-long camp, starting with projects such as a simulation-only game and a simple autonomous driving program for the robots in order to learn and apply computational thinking (CT) and networking skills. They were then assigned a series of challenges that required developing progressively more advanced cybersecurity measures to protect their robots. This culminated in a final challenge that required implementing defensive measures such as encryption, secure key exchange and sequence numbers. We used an evidence-centered design framework to construct rubrics for grading student work. The pre- and post-test results show that the interventions helped students learn cybersecurity and CT concepts, but they had difficulties with networking concepts. These results correlate with scores from the game and the final challenge. Overall, surveys show that the competition-based robotics learning framework engaged students and supported their overall learning, but our intervention needs to be modified to help students learn networking concepts


  • Mixed Reality Robotics for STEM Education

    by Gordon Stein, Akos Ledeczi

    This work presents an overview of a new system to provide motion tracking and mixed reality integration of robots for use in K12 STEM education. The robots, commanded by students through a block-based programming environment, are placed in a virtual environment visible as an overlay on the physical space. The system’s control loop allows the robots to interact with virtual objects as if they are physically present within easily reconfigurable environments. This virtual space allows for lower cost robots to be used by incorporating virtual sensors and actuators, and creates the potential for a wider range of scenarios for students to work with.