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WIP - Application of Serious Games in a University Industrial Related Laboratory Working with Collaborative Robots

DE AZEVEDO PERES NETO, ÁLVARO; NEPOMUCENO, FÁBSON GOMES; DE SOUZA PICANÇO, WOLLACE; MACHADO, GUIDO SOPRANO; DE MEDEIROS, RENAN LANDAU PAIVA; DE LUCENA, VICENTE FERREIRA

2024 • 2024 IEEE Frontiers in Education Conference (FIE) • 1 citações

Resumo

Resumo

This innovative practice WIP is about using serious games in robotics education. In the realm of STEM education, the professional development of students is intrinsically linked to practical experiences, such as hands-on exercises, experiments, and laboratory classes. However, the financial implications of acquiring and maintaining mechatronic devices such as robots, automation-related equipment, and instruments for these activities are high. These excessive costs, which cover initial funding and ongoing maintenance, pose challenges for educational institutions in establishing and maintaining well-equipped laboratories. In addition, access to these resources depends on their availability, creating restrictions on student learning opportunities. The state of Amazonas, Brazil, needs to solve these problems; as a city of numerous factories, there is a growing demand for well-trained professionals and a dwindling number of resources to apply to education. To address these challenges, we propose an approach that integrates simulation tools for application in educational games. These tools used to conduct simulations are essential for developing shop floor scenarios without physical equipment, effectively reducing the costs associated with mechanical collisions and problems related to student programming errors. The importance of using simulation tools in the learning process lies in their ability to offer a risk-free environment where students can experiment, learn, and perfect their skills without incurring additional expenses for corrective maintenance. Innovatively, the incorporation of gamification-based learning by simulating real problems based on the shop floor is gaining momentum. We believe this is the most attractive way for trainees or students to deliver fast, high-quality professionalism. This approach represents an appealing alternative for educators looking to enhance their educational experience. From this perspective, this paper presents the application of a serious game in the industrial laboratory at UFAM. The aim is to offer students a dynamic and engaging platform for learning about collaborative robots, taking advantage of the principles of the learning factory, and promoting good practices in an economical and risk-controlled virtual environment.

Autoria

Autores do grupo (2)

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palavras-chave

Palavras-chave

serious gamescollaborative robotsrobotics educationgamificationsimulation softwarelearning factoryindustrial research laboratoriesuniversity-industry collaborationeducational roboticsAmazonas

Status

Published

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