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sBotics - Gamified Framework for Educational Robotics.

Lucas Moura do Nascimento1, Davi Souto Neri2, Thiago do Nascimento Ferreira2

  • 1Metrópole Digital Institute, Universidade Federal do Rio Grande do Norte, Natal, RN Brazil.

Journal of Intelligent & Robotic Systems
|April 28, 2021
PubMed
Summary
This summary is machine-generated.

sBotics is a gamified educational robotics framework for K-12 students and teachers. It offers flexible, easy-to-use tools for programming and skill acquisition, featuring a disturbance model for realistic simulation.

Keywords:
Educational roboticsLearning and programming frameworkRobots

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Area of Science:

  • Educational Robotics
  • Computer Science Education
  • Game-Based Learning

Background:

  • Traditional educational robotics platforms often lack flexibility and ease of use for K-12 students.
  • There is a need for accessible and engaging tools to teach programming and robotics skills to younger learners.
  • Existing solutions do not adequately cater to the specific needs of the K-12 demographic in terms of adaptability and learning potential.

Purpose of the Study:

  • To introduce sBotics, a novel learning framework for Educational Robotics.
  • To provide an easy-to-use yet flexible environment for K-12 students and teachers to acquire programming and robotics skills.
  • To enhance the learning experience through gamification and realistic simulation of robot programming.

Main Methods:

  • Development of the sBotics framework using the Unity game engine, incorporating a gamified approach.
  • Implementation of a disturbance model to simulate real-world robotic system and environment variables.
  • Integration of three programming abstraction levels: R-Educ (native language), BlockEduc (Blockly-based), and C#.
  • Provision of an API for teachers to customize learning setups.

Main Results:

  • The sBotics platform demonstrates ease of use combined with high flexibility for diverse learning scenarios.
  • Evaluations indicated a lack of comparable alternatives for the targeted K-12 age range.
  • The framework successfully supports multiple programming levels, from intuitive to advanced.
  • The disturbance model enhances the realism of the virtual robot programming environment.
  • The platform is currently utilized in the RoboCupJunior Rescue trials in Brazil, engaging thousands of students.

Conclusions:

  • sBotics offers a unique and effective solution for teaching robotics and programming to K-12 students.
  • The gamified approach and flexible design foster engagement and broad learning potential.
  • The framework's adaptability and realistic simulation capabilities make it a valuable tool for STEM education.
  • The successful adoption in large-scale competitions validates its effectiveness and scalability.