Scientific Journal

Applied Aspects of Information Technology

GAMIFICATION FEATURES OF STREAM-EDUCATION COMPONENTS WITH EDUCATION ROBOTICS
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.

 

Authors:
Keywords
DOI
//10.15276/aait.02.2019.4
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