Gamification features of STEAM-education components with education robotics

Authors

DOI:

https://doi.org/10.15276/aait.01.2019.4

Keywords:

STREAM-education, education robotics, Arduino, computer game

Abstract

The article discusses the growth of staffing requirements for modern manufacturing companies, taking into
account the emergence of the term Industry 4.0, which includes components: Cyber-Physical Systems, Internet of Things, Smart
Factory, Internet of Services, Smart Product, Machine-to-Machine, Big Data, Cloud. The importance of introducing robotic tools,
such as the electronic platform with an Arduino microcontroller, to educational directions such as STEM (stands for: “Science”,
“Technology”, “Engineering” and “Mathematics”), STEAM (adding “Arts”) and STREAM (adding “Reading/Writing”), is noted.
But today they do not take into account the way to strengthen motivational activity based on computer games, therefore the purpose
of the article was to establish two-way communication between the computer game design process using a robotic system and
Arduino microcontroller sensors for later solving the task of determining the gamification characteristics of a given sensor, as well
as the task of determining robotic characteristics of a given stage of the computer game design process. To achieve this goal, a data
analysis technique is proposed, which includes the following steps. The stage of analyzing the functions of fairy tales by Vladimir
Propp (hereafter, metaphorization functions), which forms a table of functions as templates of text phrases for creating a computer
game script that takes into account the Arduino microcontroller sensors. The stage of the analysis of computer game classes, which
forms the table of classes of the market for the game and the table of classes of players' needs. It is assumed that the product sales
market is closely related to the various disciplines of the school curriculum. The stage of analysis of the components of the
Mechanics-Dynamics-Aesthetics within the MDA-model. The stage of analysis of the Arduino microcontroller sensors. The proposed
methodology allowed creating a relational database including the following tables: a table describing 31 templates of text phrases to
create a plot of computer game; table describing 15 classes of players' needs; table describing 10 classes of MDA-model; table of
descriptions for 19 Arduino microcontroller sensors; a table of relations between 31 templates of text phrases, scenarios from the
Vladimir Propp's morphological functions of fairy tales, and descriptions of 15 classes of players' needs and 10 classes of the MDA
model; table of interconnections between the descriptions of the Arduino microcontroller sensors, classes of players' needs and
classes of the MDA model. Testing of the proposed methodology took place during master classes with participation of I-III stages'
students of secondary school No.10 (Izmail, Odessa region) in the process of creating five computer games using the Scratch
software tool for managing graphic objects based on signals from the Arduino UNO microcontroller sensors. In the future, it is
proposed to consider interactive models of the design of robotic computer games that can be used in the described method, providing
graphic means of displaying the components of the structural model of the method. As a result, this will require the development of a
software integration module for the contents of the developed relational database and the internal structures of the software tools
supporting these interactive design models.

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Author Biographies

Tamara P. Gumennykova, Prydunai Branch of Private joint-stock company “Higher educational institution “Interregional Academy of Personnel Management”

Doctor of pedagogical sciences, professor, professor of the Department of the social sciences,

 

Oleksandr A. Blazhko, Odessa National Polytechnic University, Shevchenko Ave., 1, Odessa, Ukraine, 65044

Candidate of Technical Sciences, Associate Professor, Associate Professor of the System Software Department, Odessa, Ukraine

 

Tetiana A. Luhova, Odessa National Polytechnic University, Shevchenko Ave., 1, Odessa, Ukraine, 65044

Candidate of Art Sciences, Associate Professor of the Information Activity and Media Communications Department,

 

Yuliia L. Troianovska, Odessa National Polytechnic University, Shevchenko Ave., 1, Odessa, Ukraine, 65044

Senior Lecturer of the Information System Department,

 

Serhii P. Melnyk, Odessa National Polytechnic University, Shevchenko Ave., 1, Odessa, Ukraine, 65044

Candidate of Social Communication Sciences, Associate Professor,

 

Oksana I. Riashchenko, Secondary school No. 10, Izmail, Ukraine

Teacher of Informatics,

 

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Published

2019-02-26

How to Cite

[1]
Gumennykova T.P., Blazhko O.A., Luhova T.A., Troianovska Y.L., Melnyk S.P., Riashchenko O.I. “Gamification features of STEAM-education components with education robotics”. Applied Aspects of Information Technology. 2019; Vol. 2, No. 1: 45-65. DOI:https://doi.org/10.15276/aait.01.2019.4.