2.2ROFeb 4
Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design GuidelinesSyed T. Mubarrat, Byung-Cheol Min, Tianyu Shao et al.
Robotics education fosters computational thinking, creativity, and problem-solving, but remains challenging due to technical complexity. Game-based learning (GBL) and gamification offer engagement benefits, yet their comparative impact remains unclear. We present the first PRISMA-aligned systematic review and comparative synthesis of GBL and gamification in robotics education, analyzing 95 studies from 12,485 records across four databases (2014-2025). We coded each study's approach, learning context, skill level, modality, pedagogy, and outcomes (k = .918). Three patterns emerged: (1) approach-context-pedagogy coupling (GBL more prevalent in informal settings, while gamification dominated formal classrooms [p < .001] and favored project-based learning [p = .009]); (2) emphasis on introductory programming and modular kits, with limited adoption of advanced software (~17%), advanced hardware (~5%), or immersive technologies (~22%); and (3) short study horizons, relying on self-report. We propose eight research directions and a design space outlining best practices and pitfalls, offering actionable guidance for robotics education.
1.6LGAug 12, 2021Code
Using Machine Learning to Predict Engineering Technology Students' Success with Computer Aided DesignJasmine Singh, Viranga Perera, Alejandra J. Magana et al.
Computer-aided design (CAD) programs are essential to engineering as they allow for better designs through low-cost iterations. While CAD programs are typically taught to undergraduate students as a job skill, such software can also help students learn engineering concepts. A current limitation of CAD programs (even those that are specifically designed for educational purposes) is that they are not capable of providing automated real-time help to students. To encourage CAD programs to build in assistance to students, we used data generated from students using a free, open source CAD software called Aladdin to demonstrate how student data combined with machine learning techniques can predict how well a particular student will perform in a design task. We challenged students to design a house that consumed zero net energy as part of an introductory engineering technology undergraduate course. Using data from 128 students, along with the scikit-learn Python machine learning library, we tested our models using both total counts of design actions and sequences of design actions as inputs. We found that our models using early design sequence actions are particularly valuable for prediction. Our logistic regression model achieved a >60% chance of predicting if a student would succeed in designing a zero net energy house. Our results suggest that it would be feasible for Aladdin to provide useful feedback to students when they are approximately halfway through their design. Further improvements to these models could lead to earlier predictions and thus provide students feedback sooner to enhance their learning.
2.7HCFeb 23, 2024
Hands-Free VRJorge Askur Vazquez Fernandez, Jae Joong Lee, Santiago Andrés Serrano Vacca et al.
The paper introduces Hands-Free VR, a voice-based natural-language interface for VR. The user gives a command using their voice, the speech audio data is converted to text using a speech-to-text deep learning model that is fine-tuned for robustness to word phonetic similarity and to spoken English accents, and the text is mapped to an executable VR command using a large language model that is robust to natural language diversity. Hands-Free VR was evaluated in a controlled within-subjects study (N = 22) that asked participants to find specific objects and to place them in various configurations. In the control condition participants used a conventional VR user interface to grab, carry, and position the objects using the handheld controllers. In the experimental condition participants used Hands-Free VR. The results confirm that: (1) Hands-Free VR is robust to spoken English accents, as for 20 of our participants English was not their first language, and to word phonetic similarity, correctly transcribing the voice command 96.71% of the time; (2) Hands-Free VR is robust to natural language diversity, correctly mapping the transcribed command to an executable command in 97.83% of the time; (3) Hands-Free VR had a significant efficiency advantage over the conventional VR interface in terms of task completion time, total viewpoint translation, total view direction rotation, and total left and right hand translations; (4) Hands-Free VR received high user preference ratings in terms of ease of use, intuitiveness, ergonomics, reliability, and desirability.
5.8HCJul 9, 2020
Hack.VR: A Programming Game in Virtual RealityDominic Kao, Christos Mousas, Alejandra J. Magana et al.
In this article we describe Hack.VR, an object-oriented programming game in virtual reality. Hack.VR uses a VR programming language in which nodes represent functions and node connections represent data flow. Using this programming framework, players reprogram VR objects such as elevators, robots, and switches. Hack.VR has been designed to be highly interactable both physically and semantically.