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Digital game-based learning in a robotics course

机译:基于数字游戏的机器人课程学习

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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.
机译:在划痕中的UNIVERSIDADE技术网络联邦机器人的过程中开发了关于游戏的两个实验本文讨论做巴拉那校园科尔内利奥索普罗科皮奥(UTFPR-CP)使用战争坦克类似的经典游戏在自主车辆的学习帮助,现有的自上世纪80年代为Atari 2600在第一个实验中,应用于类二分之二千零十九,学生(播放器)控制使用键盘对另一自治坦克战斗坦克。在这个游戏中,某些基本面呈现,诸如姿势(位置x,y和形成在相对于x轴的角度),约控制和自主机器人,动作层次结构,使用状态机建模的基本概念。这些概念是通过比赛结束后,由学生填写了一份调查问卷中提取。第二个实验中,施加到1分之2020类,是基于由经典傍启发游戏,虽然使用多个自由度(DOF)。在这种情况下,玩家必须操作键盘通过机械臂两个旋转接头,达到一球。此外,引入了诸如工作空间(在两个维度),多个解决方案,反向和正向运动学的概念。交货率分别为90%和关于第一和第二个实验中,80%。最后,尽管这些实验的数量有限,但相信使用更现代化的教学工具来教机器人学科重要概念的目的已经达到。因此,学生认为更容易在实验中比以往任何时候都呈现机器人的基本概念。

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