Lê Đoàn Nguyên - Compulsory Game Based Robot Contest For Embedded System Development Education
Lê Đoàn Nguyên - Compulsory Game Based Robot Contest For Embedded System Development Education
ABSTRACT 1. INTRODUCTION
This paper proposes a compulsory game based robot contest Recently, various robot contests have become popular in a global
involving embedded system development lectures. Both context, because robot development is an attractive subject for
undergraduate and graduate computer science students participate many students, and is well-known for the useful educational
in this contest. For such students, the embedded system materials [1,2]. For the past fourteen years, we have also been
development is not easy to learn. Because, the development needs organizing a robot contest called Embedded System Symposium
to cover a wide range of knowledge in a variety of fields, Robot Challenge(ESS-RC) for graduate and undergraduate
including software, electronics, and control theory. Robot system engineering students.
development is an attractive subject for students and comprises
various technologies that are similar to practical embedded Additionally, it has become easier to learn embedded system
systems. Namely, robot system development is useful for learning programming because of various educational robots, such as
embedded system development. However, in single themed LEGO and robot cleaners [3-8]. Moreover, graphical
contests, we cannot evaluate the learning level of the students, and programming languages have become popular for use with
they cannot easy to understand how to construct a robot. To educational robots [5,9,10]. Because of its simplicity, robot
overcome this problem, we propose a compulsory game based programming has also been adopted in elementary schools
robot contest. The compulsory games consist of fundamental [5,9,10]. However, for students studying to become engineers,
techniques for developing robot systems and involves embedded system development is not easy to learn. Because, the
straightforward procedures for evaluating student learning level. subject needs to cover a wide range of knowledge and skills in
Additionally, we intended for students to learn how to construct a software, electronics, and control theory.
robot system by solving the compulsory games in a step-by-step To obtain these skills, students need to be highly motivated.
fashion. In this paper, we propose four compulsory games and Additionally, relevant educational materials are required to cover
evaluate the methods of this contest by examining its results. these fields. Robot system development is an attractive subject for
students and comprises various technologies that are similar to
CCS Concepts practical embedded systems. As mentioned in several related
• Social and professional topics➝ Computing education works [7,11,12,13,14,15], we believe robot system development is
• Computer systems organization➝Robotics useful for learning embedded system development.
Keywords However, in single themed robot contests, such as NHK Robocon
Embedded system development; education; robotics; project- [16], we cannot evaluate the learning level of students, and
based learning students cannot easily understand how to construct a robot. To
overcome this problem, we propose a compulsory game based
Permission to make digital or hard copies of part or all of this work for robot contest involving lectures. The compulsory games consist of
personal or classroom use is granted without fee provided that copies are fundamental techniques for developing robot systems and
not made or distributed for profit or commercial advantage and that
involved straightforward processes for evaluating student learning
copies bear this notice and the full citation on the first page. Copyrights
for third-party components of this work must be honored. For all other levels. Additionally, we intend for students to learn how to
uses, contact the Owner/Author. construct a robot system by solving the compulsory games in a
ICSCA 2018, February 8–10, 2018, Kuantan, Malaysia step-by-step fashion. In this paper, we introduce four of these
© 2018 Copyright is held by the owner/author(s).
ACM ISBN 978-1-4503-5414-1/18/02.
https://doi.org/10.1145/3185089.3185144
compulsory games and evaluate the methods of this contest by 2. ESS ROBOT CHALLENGE
examining its results. The section describes our robot contest called Embedded System
The remainder of this paper is organized as follows. Section 2 Symposium Robot Challenge (ESS-RC). Section 2.1 clarifies the
describes ESS-RC. Section 3 proposes the compulsory games. educational goals, background, and schedule. Section 2.2
Section 4 evaluates the method of the contest and section 5 illustrates the main game of the contest.
discusses whether the contest method solved the problems. Finally,
section 6 concludes this paper. 2.1 Outline
The goal for ESS-RC is to provide an education of embedded
Table 1. Spring School system development. The contest is supported by Information
(1) Smart mobile robot (2) Rover trial Processing Society Japan (IPSJ) and enPiT, which is an
competition competition educational project of Ministry of Education, Culture, Sports,
20 May Science and Technology-Japan (MEXT).
09:00-09:30 Opening and course guidance. In 2016, the enPiT project began its second season. Accordingly,
Lecture 1: Ability to discover and solve
problems with PBL learning
for ESS-RC 2017, we renewed the educational materials robot and
for improving practical and research skills. the contest theme. Until now, the main theme has been the auto-
09:30-09:50 Lecture 2: Relationship between general theory cruising airship, the auto-vacuuming robot, and the multi-copter.
of system development and the The new robot is relatively small and is equipped with a camera.
profession of embedded software. The detail illustrates in Section 2.2.
09:50-10:35 Lecture 3: Trends and characteristics of
development technologies in The educational periods of ESS-RC consist of Spring School,
embedded systems. Summer School, and supplementary lectures. During Spring
10:45-12:00 Lecture 4: Introduction to control theory. School, we provide lectures for fundamental knowledge of robot
13:00-16:30 Exercise 1: Exercise 2: developments as shown in Table 1. Namely, we teach project
Robot control exercise Robot control exercise management, as well as embedded software design, robot
for iRobot Create2. for Zumo. programming, and control theory. Figure 1 shows one scene in the
16:30-17:00 Short presentation on industry–university collaboration. SCRUM project management exercise, which is a framework for
21 May developing and sustaining complex products [17]. Through this
09:00-14:00 Exercise 3: Exercise 4: management exercise, students can divide the contest games into
System development Basic measurement and small issues and goals. As a result of this lecture and exercise, we
methodology. implementation of
expect that students will become to understand how to construct
embedded systems.
14:00-16:00 Exercise 5: Project management using Scrum.
the main game by using the compulsory games. Related works
16:00-17:00 Closing. [13,15] applied SCRUM to project management in the PBL. In
22-26 May Practicing mini PBL exercise at home universities. particular, the curriculum of [15] is similar to ours.
24 May Intermediate presentation of exercise progress. Summer School consists of the contest involving compulsory
27 May Final presentation of exercise results. games, a poster session, two keynote speeches, and a student
workshop, as shown in Table 2. In the poster session of the first
Table 2. Summer School day, students explain the features of the system and the
11 August development of the contest robot. The contest score includes the
13:20-13:30 Opening results of evaluating the poster. In the student workshop on the
13:30-15:30 Compulsory games second day, students reflect on the development. The group of the
16:00-16:30 Main game (Auto-Cruising Game) workshop is organized as mixed Universities. Because students of
17:00-17:15 Short talk for Poster all teams aim to the same goal, they develop friendly relations
17:20-20:00 Poster with one another, despite their different fields and university
12 August affiliations.
09:30-10:45 Keynote 1: Big data and AI in Era of Industrial 4.0
10:50-12:05
Keynote 2: System Control with Machine Learning and 2.2 Auto-Cruising Game
AI The auto-cruising game is the main game of ESS-RC. The final
13:00-14:50 Student Workshop (for reflecting the contest) goal of this game is to learn the fundamental technologies for
15:00-15:50 Presentation of Workshop modern embedded systems, such as IoT. In a few years, we plan
to create a subject of ESS-RC involving those technologies. This
year’s contest is the first step toward the final goal. Therefore, we
consider that a robot requires comprising some sensors and
communication functions, as follows.
Figure 2 depicts the auto-cruising game. The robot is equipped
with a camera, a three-axis acceleration sensor, a magnetic sensor,
a three-axis gyro sensor, and a line-tracing sensor. The robot
traces a route from its starting place on the map to the goal. While
running, the robot distinguishes some AR-markers and adapts its
behavior based on the markers’ instructions. In ESS-RC, the
teams compete to determine whose robot is faster and whose robot
correctly follows the instructions given by the AR-markers.
Form for
Robot IP
Interpreted value
of AR-marker
Map
Value of the
AR-maker
View of AR-Marker
Remote Robot
Controller for
Robot Figure 6 Compulsory game: AR-Marker
3.1 Spin Turn
This game aims to evaluate whether students identify quantities of
Figure 3 View of Robot behavior robot behavior. Figure 4 shows the game. The issue of this game
is as follows:
In a 20cm square area, a robot must rotate 180 degrees
counterclockwise by the spin turn. Continuously, the robot
rotates clockwise, counterclockwise, clockwise, and
counterclockwise. When switching direction, the robot must
stop over 3 seconds.
This game evaluates the running time and the angle of the gap
between the goal and the robot’s final stopping position. To
accomplish this issue, students need to measure the behavior of
the robot and identify the quantities required for movement.
While moving in 1 m square area, a robot must discover three As shown in Table 3, each team in our most recent contest was
AR markers and convey the position. able to gain a type of score. Regarding the first problem of
previous contests, we considered how to exclude coincidental
This game evaluates running time, the kinds of markers, and the behavior when constructing the compulsory game. For example,
distance of the gap between the marker position and the position in the spin turn game, a robot was required to continue in the same
information. To accomplish this issue, students need to combine motion five times, as mentioned in Section 3.1. Therefore, we
communication and AR-marker algorithms. considered that the scores in Table 3 were indicative of learning
level. We regarded that all teams had checked whether they
4. EVALUATION reached their own goals. Regarding the second problem,
This section illustrates the results of the compulsory games’ compulsory game programs that excluded the AR-marker game
evaluation for considering whether the compulsory game based were simple and a suitable size for learning. Thus, all teams were
contest is adequate. challenged in the compulsory game according to their level of
understanding.
Seventy-eight students participated in the Spring School program,
and their fields were computer science and control mechanics. So far, we have mentioned the advantages of the compulsory
The students were divided into 19 groups, with each group having based contest. The rest of this section describes the disadvantages
three or five students. In Summer School, thirty-eight students we must reflect on. Firstly, none of the teams were able to obtain
participated, and four teams joined the contest involving the a score in the AR-marker game. With our experience, we had
compulsory games. In Table 3, the numbers in each column considered that many students did not achieve the learning level
indicate the results of the compulsory games as followed by the of understanding the functional decomposition design. To solve
evaluation method explained in Section 3. In the following, we this problem, we created the AR-marker game. Through the
consider these results: inquiry of students, we became aware that many of them lacked
an understanding of the interruption handling. Additionally, this
(1) Spin turn: Three teams gained scores. We consider that the
game system was hardly fit for use as a compulsory game because
reason for this is that students had experience with a similar
it was highly compounded with the AR-marker, the
exercise during the Spring School period.
communication functions, and the position calculation by sensors.
(2) Line trace: All teams gained good points. Because line trace We should have divided this game into smaller issues. Thus, we
games are very popular for learning robot programming, some should add the issue of interruption handling and divide the game
students had experience with line trace games before ESS-RC, into smaller issues in the next version of ESS-RC.
while others easily obtained the necessary algorithms from
Secondly, the teams that joined the contest were small in size. As
informative websites.
mentioned in Section 4, only 38 students participated in Summer
School, while 78 students participated in Spring School. We
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