Scientific Journal

Applied Aspects of Information Technology


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.


1. Hermann, M., Pentek T. & Otto B. (2016). “Design Principles for Industrie 4.0 Scenarios”. 49-th Hawaii International Conference on System Sci-ences (HICSS), Koloa, HI, 2016, pp. 3928-3937, doi: 10.1109/HICSS.2016.488.
2. Sarvari, P. A., Ustundag, A., Cevikcan, E., Kaya, I. & Cebi, S. (2018). “Technology Roadmap for Industry 4.0. In: Industry 4.0: Managing The Digital Transformation”. Springer Series in Advanced Manufacturing. Springer, Cham, doi: 10.1007/978-3-319-57870-5_5.
3. Ernst Pessl, Sabrina Romina Sorko & Barbara Mayer. (2017). “Roadmap Industry 4.0 – Implementation Guideline for Enterprises”. International Journal of Science, Technology and Society. Vol. 5, No. 6, 2017, pp. 193-202, doi: 10.11648/j.ijsts.20170506.14.
4. Anealka Aziz Hussin. (2018). “Education 4.0 Made Simple: Ideas For Teaching”. International Journal of Education and Literacy Studies 6(3):92, doi: 10.7575/aiac.ijels.v.6n.3p.92.
5. (2016). World Economic Forum Report. “New Vision for Education: Fostering social and emotional learning through technology” [Electronic resource]. – Аccess mode :
6. Marina U. Bers, Iri Ponte, Catherine Juelich, Alison Viera & Jonathan Schenker. (2002). “Teach-ers as Designers: Integrating Robotics in Early Childhood Education”. Information Technology in Childhood Education Annual, (1): 123-145.
7. Atmatzidou, S., Markelis, I. & Demetriadis, S. (2008). “The use of LEGO Mindstorms in ele-mentary and secondary education: game as a way of triggering learning”. Work. Proc. Int. Conf. Simula-tion, Model. Program. Auton. Robot., pp. 22-30.
8. Avc., B. & Sahin, F. (2019). “The effect of Lego Mindstorm projects on problem solving skills and scientific creativity of teacher candidate”. Inter-national Journal of Human Sciences. Vol. 16(1), pp. 216-230, doi: 10.14687/jhs.v16i1.5658.
9. Pina, A. & Ciriza, I. (2017). “Primary Level Young Makers Programming & Making Electronics with Snap4Arduino”. In: Alimisis D., Moro M., Me-negatti E. (eds) Educational Robotics in the Makers Era. Edurobotics 2016. Advances in Intelligent Sys-tems and Computing, Vol 560. Springer, Cham, doi: 10.1007/978-3-319-55553-9_2.
10. Ospennikova, E., Ershov, M. & Iljin, I. (2015). “Educational Robotics as an Inovative Edu-cational Technology”. Procedia – Social and Behav-ioral Sciences, 2015, Vol. 214, pp. 18-26, doi: 10.1016/j.sbspro.2015.11.588.
11. Krivonos, O. M., Kuzmenko, E. V. & Kuz-menko, S. V. (2016). Ohlyad ta perspektyvy vykorystannya platformy arduino nano 3.0 u sered-niy shkoli, [Survey and prospects of arduino nano 3.0 platform use in high school], Information tech-nology and teaching aids, Vol. 56, No. 6, pp. 77-87 (in Ukrainian).
12. Hoffer, Brandyn M. (2012). “Satisfying STEM Education Using the Arduino Microproces-sor”, ProQuest Dissertations and Theses; Thesis (M.S.) East Tennessee State University, Publication Number: AAT 1520533; ISBN: 9781267664440; Source: Masters Abstracts International, Vol. 51-02, 220 p.
13. Maria Stergiopoulou, Anthi Karatrantou, Anthi Karatrantou, Christos T. Panagiotakopoulos & Christos T. Panagiotakopoulos. (2017). “Educational Robotics and STEM Education in Primary Educa-tion: A Pilot Study Using the H&S Electronic Sys-tems Platform”, Advances in Intelligent Systems and Computing 560: 88-103, doi: 10.1007/978-3-319-55553-9_7.
14. Golikov, Denis Scratch i Arduino. (2016). 18 proyektov dlya yunykh programmistov, [Scratch i Arduino. 18 proyektov dlya yunykh programmis-tov], SPb. BHV-Petersburg, Russian Federation, 160 p. (in Russian).
15. Vinnitsky, Yu. A. & Grigoriev, A. T. (2018). Scratch i Arduino dlya yunykh programmistov i konstruktorov, [Scratch and Ardu-ino for young programmers and designers], SPb.: BHV-Petersburg, Russian Federation, 176 p. (in Russian).
16. Momot, M. V. (2018). Mobilnye roboty na Arduino, [Mobile robots based on Arduino]. 2-nd ed., SPb.: BHV-Petersburg, Russian Federation, 336 p. (in Russian).
17. ScratchX. Play with Experimental Exten-sions to Scratch! [Electronic resource]. – Access mode :, Title from the screen. – Active link – 01.02.2019.
18. Louis Alfieri, Ross Higashi, Robin Shoo & Christian D Schunn. (2015). “Case studies of a ro-bot-based game to shape interests and hone propor-tional reasoning skills”, International Journal of STEM Education, 2015, Vol. 2:4, doi: 10.1186/s40594-015-0017-9.
19. Assante, D., Fornario, C., Sayed, A. E. & Salem, S. A. (2016). “Edutronics: Gamification for introducing kids to electronics”, IEEE Global Engi-neering Education Conference (EDUCON), Abu Dhabi, 2016, pp. 905-908, doi: 10.1109/EDUCON.2016.7474659.
20. Yu, C., Hongkun, Q., Yajie, W., Shuang, L. & Cheng, Q. (2017). “Research on robot based on computer games”, 29-th Chinese Control and Deci-sion Conference (CCDC), Chongqing, 2017, pp. 7649-7653, doi: 10.1109/CCDC.2017.7978575.
21. Kelley, T. R. & Knowles, J. G. (2016). “A conceptual framework for integrated STEM education”, International Journal of STEM Education, 3: 11. DOI:
22. Michelle, H. (2013). “Land Full STEAM ahead: The benefits of integrating the arts into STEM”, Procedia Computer Science, No. 3, pp. 547-552.
23. Lefever-Davis, S. & Pearman, C. J. (2015). “Reading, Writing and Relevancy: Integrating 3R's into STEM”, Open Communication Journal, No. 9(1), pp.61-64.
24. Krutiy, K. & Hrytsyshyna, T. (2016). STREAM-osvita doshkilʹnykiv: vykhovannya kulʹtury inzhenernoho myslennya, [STREAM-education preschoolers: educate the culture of engineering thinking], Preschool education, No. 1, pp. 3-7 (in Ukrainian).
25. Hamari, J., Koivisto, J. & Sarsa, H. (2014). “Does Gamification Work?” – A Literature Review of Empirical Studies on gamification, In proceedings of the 47-th Hawaii International Conference on System Sciences, Hawaii, USA, January 6-9, 2014,
pp. 3025-3034.
26. Blazhko, O., Luhova, T., Melnik S. & Ruvinska, V. (2017). “Communication Model of Open Government Data Gamification Based on Ukrainian Websites”, 4-th Experiment@ International Conference ('17) June 6-th – 8-th, 2017, University of Algarve, Faro, Portugal, pp. 181-186.
27. Bouras, C., Igglesis, V., Kapoulas, V., Misedakis, I., Dziabenko, O., Koubek, A., Pivec, M. & Sfiri A. (2005). “Game-Based Learning Using Web Technologies”, International Journal of Intelligent Games and Simulations, No. 3(2), pp. 70-87.
28. “Deeper learning competencies” [Electronic resource]. – Аccess mode : – Active link – 03.12.2018.
29. Blazhko, O., Gdowska, K., Gawel, B., Dziabenko, O. & Luhova, Т. (2017). “Deeper-learning approaches integrated in serious games”, Project, Program, Portfolio Management. P3M. In The Proceedings of the International Research Conference, Vol. 2, pp. 18-21, December. – Available at :
30. Gee James, P. (2018). “What Video Games Have to Teach Us about Learning and Literacy”, [Electronic resource]: – Аccess mode : – Active link – 03.12.2018.
31. Gdowska, K., Gaweł, B., Dziabenko, O. & Blazhko, O. (2018). „Gamification in teaching humanities – „GameHub” project”, V E-technologie w działaniach edukacyjnych w projekcie GameHub, V Konferencja e-Technologie w Kształceniu Inżynierów Akademia Górniczo-Hutnicza im. Stanisława Staszica w Krakowie, Kraków, Poland, 19-20 kwietnia 2018, pp. 27-32.
32. Adams, E. (2014). “Fundamentals of Game Design”, New Riders, 560 p.
33. Sandhya Devi Gogula & Chanakya Puranam. (2015). “Augmented Reality in Enhancing Qualitative Education”, International Journal of Computer Applications, Vol. 132, No.14, pp. 41-45.
34. Dormans, J. (2012). “Engineering emergence: applied theory for game design”. PhD. thesis 13. 288 p. – Available at :
35. Hunicke, R., LeBlanc, M. & Zubec, R. (2004). MDA: “A formal approach to game design and gameresearch” In: Proceedings of the AAAI Workshop on Challenges in Game AI. Vol. 4.
36. Winn, В. (2009). “The Design, Play, and Experience Framework. Handbook of Research on Effective Electronic Gaming in Education”. Richard Ferdig (editor), Vol. 3, Chapter 58.
37. Luhova, T. A. & Blazhko, O. A. (2018). Rozrobka navchalʹnykh video ihor, zasnovanykh na aktyvizatsiyi neyavnykh znanʹ, [Development of educational video games based on the activation of implicit knowledge], Management of Development of Complex Systems. No. 35, pp. 105-112 (in Ukrainian).
38. Blazhko, O. A., Antonyuk, V. V., & Troyanovska, Y. L. (2018). Instrumentalʹni osoblyvosti avtomatychnoho prohramuvannya komp'yuternykh ihor, [Instrumental Features of Automata-Based Programming of Computer Games], Management of Development of Complex Systems, No. 35, pp. 83-92 (in Ukrainian).
39. Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Gilles Methel & Pierre Molinier. (2008). “A Gameplay Definition through Videogame Classification”, International Journal of Computer Games Technology, doi: 10.1155/2008/470350.
40. David Weintrop & Uri Wilensky. (2017). “Comparing Block-Based and Text-Based Programming in High School Computer Science Classrooms”, ACM Trans. Comput. Educ. 18, 1, Article 3 (October 2017), 25 p.
41. Louise P. Flannery, Brian Silverman, Elizabeth R. Kazakoff, Marina Umaschi Bers, Paula Bontá & Mitchel Resnick. (2013), “Designing ScratchJr: Support for early childhood learning through computer programming”, In Proceedings of the 12-th International Conference on Interaction Design and Children. ACM, pp. 1-10.
42. Neil Fraser. (2015). “Ten things we’ve learned from Blockly”, In Proceedings of the 2015 IEEE Blocks and BeyondWorkshop (Blocks and Beyond), pp. 49-50.
43. David Wolber, Hal Abelson, Ellen Spertus & Liz Looney. (2014). “App Inventor 2: Create Your Own Android Apps”, 2-nd ed. Beijing: O’Reilly Media.
44. Jared, St. J. (2012). “Kinect Hacks Tips & Tools for Motion and Pattern Detection”, Publisher: O'Reilly Media, 280 p.
45. Blazhko, O. A. & Ryashchenko, O. I. (2018). Osoblyvosti STREAM-osvity na osnovi rozrobky rozvyvayuchykh komp`yuternykh ihor z vykorystannyam sensoriv kontrolyu rukhiv lyudyny MS KINECT, [Features of STREAM-Education Based on Computer Game Development by using Human Motion Sensor MS Kinect], Procs. of ІІІ International scientific-practical conference P3M-2018 Project, Program, Portfolio Management, 7-8 hrudnya, 2018, Odesa, Ukraine, Odesa : Balan V. O., No. 2/1, pp. 11-14 (in Ukrainian).
46. Ryashchenko O. I. & Blazhko O. A. (2018). Metodyka stvorennya realʹno dopovnenoyi virtualʹnosti trenuvalʹnykh vprav z mʺyachem na osnovi sensornoho kontroleru rukhu MS Kinect, [Method of implementation of really augmented virtuality of training with the ball by using sensor motion controller MS Kinect], Procs. of the I International Scientific and Practical Conference “Imperatives of Civil Society Development in Ensuring National Competitiveness”, Vol. 1, 13-14 december, 2018, Batumi, Gergia, Batumi : Publishing House “Kalmosani”, 2018, pp. 208-210 (in Ukrainian).
47. “Lumoplay” [Electronic resource]: – Access mode: – Active link – 01.02.2019.
48. “MotionMagix” [Electronic resource]: – Access mode: Active link – 01.02.2019.
49. “MetaVerse” [Electronic resource]: – Access mode: – Active link – 03.12.2018.
50. “Some examples of the more than 1300 soccer exercises in our database” [Electronic resource]: – Access mode: – Title from the screen. – Active link – 01.02.2019.
51. Jere Miles. (2016), “Unity 3D and PlayMaker Essentials: Game Development from Concept to Publishing” (Focal Press Game Design Workshops) Paperback, Publisher: A K Peters/CRC Press, 506 p.
52. “Meet and Code 2018 in Odessa at ONPU “ [Electronic resource] : – Access mode: – Title from the screen. – Active link – 01.02.2019.
53. “Meet and Code 2018 in Izmail at School No. 10” [Electronic resource]: – Access mode: – Title from the screen. – Active link – 01.02.2019.
54. “The Periodic Table of Storytelling” [Electronic resource]: – Access mode: – Title from the screen. – Active link – 01.02.2019.
55. Gumennykova Tamara, Luhova Tatiana, Riashchenko Oksana & Troianovska Yuliia. (2018). “Integration of the process of computer game devel-opment with augmented reality in STREAM-education components”. Herald of Advanced Info- mation Technology, Vol.1 No.1, pp. 49-61, doi: 10.15276/hait 01.2018.5.
56. Melnik, S. P. & Lozhan, E. O. (2017). Komp'yuternaya igra kak kommunikatsiya. [Com-puter Game as Communication], Modern Informa-tion Technologies 2017 (MIT-2017): Materials of the Seventh International Conference of Students and Young Scientists, 22-24 May 2017 Ministry of Education and Science of Ukraine, Odessa National Polytechnic University, Odessa: Bondarenko M. O., 2017, pp. 218-219 (in Ukrainian).
57. Melnik, S. (2014). Osoblyvosti manipu-lyatyvnoho aspektu mifolohichnoyi komunikatsiyi, [Features of the manipulative aspect of mythological communication], Odesa: FOP Grin D. S., No. 4 (41), pp. 55-59 (in Ukrainian).
58. Blazhko, O. A., Lugovaya T. A. & Melnyk, S. P. (2017). Pravila komp'yuternykh igr-gistogramm so statisticheskimi otkrytymi dannymi. [Rules of computer game-histogram with statistical open data], V Ukrainian-German conference Infor-matics. Culture. Technique: Collection of abstracts (22.05-26.05.2017, Odessa, Ukraine), Odessa: ONPU, pp. 87-90 (in Russian).
59. Pocheptsov, G. G. (2001). Russkaya semiotika, [Russian semiotics], Moscow, Russian Federation, “Relay-beech”, Kiev, Ukraine, “Wack-ler”, 768 p. (in Russian).
60. “MBlock. Programming software designed for STEAM education”. [Electronic resource]: – Access mode : – Title from the screen. – Active link – 01.02.2019.
61. “Scratch for Arduion. S4A” [Electronic resource]: – Access mode: – Title from the screen. Active link – 01.02.2019.
62. El-laithy, R. A., Huang J. & Yeh M. (2012). “Study on the use of Microsoft Kinect for robotics applications”, Proceedings of the 2012 IEEE/ION Position, Location and Navigation Symposium, Myrtle Beach, SC, 2012, pp. 1280-1288, doi: 10.1109/PLANS.2012.6236985.
63. “Serios Game Classification” [Electronic resource]: – Access mode : – Active link – 01.02.2019.
64. “Klassifikatsiya zhanrov komp'yuternykh igr” [Electronic resource]: – Access mode : – Active link – 01.02.2019 (in Russian).
65. Maslow, A. H. (1943). “A theory of human motivation. Psychological” Review. 50 (4): 370-96. doi:10.1037/h0054346.
66. Speranskyy V. & Kravchenko I. (2018). “Cross-platform practices for mobile application development of automated trade accounting”. Scien-tific Journal Applied Aspects of Information Tech-nology, Vol.1, No.1, pp. 48-58, doi: 19.15276/aait.01.2018.3.
67. Luhova T. & Blazhko O. (2018). “Features of using the canvas-oriented approach to game de-sign”. Scientific Journal Applied Aspects of Infor-mation Technology, Vol.1, No.1, pp. 66-77, doi: 19.15276/aait.01.2018.5.
68. Arduino datchyky [Arduino Sensors] Ar-duion Sensors [Electronic resource]: – Access mode: – Active link – 01.02.2019 (in Russian).
69. Gogunskii V., Kolesnikov O., Lykianov D.o & Sherstyuk O. (2018). “The use of the “design-thinking” and “seven hats” methods at the project initiation and planning stage”. Herald of Advanced Information Technology, Vol.1, No.1, pp. 62-68, doi: 10.15276/hait.01.2018.6.
70. Arsirii O., Babilunha O., Manikaeva O. & Rudenko O. (2018). “Automation of the Preparation Process Weakly-Structured Multi-Dimensional Data of Sociological Surveys in the Data Mining Sys-tem”, Herald of Advanced Information Technology, Vol.1, No.1, pp. 11-20, doi: 10.15276/hait.01.2018.1.
71. Polikarpova, N. I. & Shalyto, A. A. (2010). Avtomatnoye programmirovaniye [Automatic pro-gramming], 2-nd ed., SPb . : Peter. Publ., 176 p. (in Russian).
72. Araujo Manuel & Roque Licinio. (2009). “Modeling Games with Petri Nets. Breaking New Ground: Innovation in Games, Play”, Practice and Theory – Proceedings of DiGRA 2009.
73. Staffan Björk & Jussi Holopainen. (2004). “Patterns in Game Design. Charles River Media”.
74. Adam M. Smith, Mark J. Nelson & Michael Mateas. (2009). “Computational support for play test-ing game sketches”. In Proceedings of the 5-th Artifi-cial Intelligence and Interactive Digital Entertainment Conference, pp. 167-172.
75. Mike Treanor, Bryan Blackford, Michael Mateas & Ian Bogost. (2012). “Game-O-Matic: Gener-ating videogames that represent ideas”. In Proceedings of the 2012 Workshop on Procedural Content Genera-tion.
76. Joris Dormans. (2009). “Machinations: Elemental feedback structures for game design”. In Proceedings of GAMEON-NA 2009, pp. 33-40.
77. Master-klass po igrovoy robototekhnike v Iz-maile [Master-class on gaming robotics in Ismail], [Electronic resource]: – Access mode: – Title from the screen. – Active link – 01.03.2019 (in Ukrainian)
Last download:
17 Oct 2021


[ © KarelWintersky ] [ All articles ] [ All authors ]
[ © Odessa National Polytechnic University, 2018.]