Digital game-based learning in a robotics course

Márcio Mendonça, Konstantinos Papageorgiou, D. E. Mello, E. Papageorgiou, J. A. Fabri, Lucas Botoni de Souza, R. H. Palácios
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引用次数: 3

Abstract

This paper deals with two experiments regarding games developed in Scratch in the course of robotics at the Universidade Tecnológica Federal do Paraná campus Cornélio Procópio (UTFPR-CP) to assist in the learning of an autonomous vehicle using a similar classic game of war tanks, existing since the 80s for the Atari 2600. In the first experiment, applied to the class 2019/2, a student (player) controls a tank using the keyboard in a battle against another autonomous tank. In this game, certain fundamentals are presented, such as pose (position x, y and the angle formed in relation to the x axis), basic notions about controlled and autonomous robots, hierarchy of actions, modeling using state machine. These concepts were extracted through a questionnaire filled out by the students after the end of the games. The second experiment, applied to the 2020/1 class, was based on a game inspired by the classic Pong, using though more degrees of freedom (DOF). In this case, the player must operate the keyboard to reach a ball through a robotic arm with two rotating joints. Moreover, concepts such as workspace (in two dimensions), multiple solutions, inverse and direct kinematics were introduced. Delivery rates were 90% and 80% regarding the first and the second experiment, respectively. Finally, despite the limited number of these experiments, it is believed that the objective of using more modern didactic tools to teach important concepts in the discipline of robotics has been achieved. Thus, students perceived more easily the basic concepts of robotics presented in the experiments than ever before.
机器人课程中基于数字游戏的学习
本文涉及两个关于在universityade Tecnológica Federal do paran校园corn - lio Procópio (UTFPR-CP)机器人课程中使用Scratch开发的游戏的实验,以帮助使用类似的经典战争坦克游戏学习自动驾驶车辆,该游戏自80年代以来就存在于Atari 2600上。在第一个实验中,应用于2019/2班,学生(玩家)使用键盘控制坦克与另一辆自动坦克作战。在这款游戏中,我们呈现了一些基本元素,如姿态(x, y位置以及与x轴相关的角度),关于受控和自主机器人的基本概念,行动层次结构,使用状态机进行建模。这些概念是学生在游戏结束后填写的问卷中提取出来的。第二个实验应用于2020/1班,是基于受经典Pong启发的游戏,使用了更多自由度(DOF)。在这种情况下,玩家必须操作键盘,通过带有两个旋转关节的机械臂来触球。此外,还引入了工作空间(二维)、多解、逆运动学和正运动学等概念。第一次和第二次实验的产出率分别为90%和80%。最后,尽管这些实验的数量有限,但相信使用更现代的教学工具来教授机器人学科中重要概念的目标已经实现。因此,学生在实验中比以往更容易理解机器人的基本概念。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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