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Game Design Assignment: Pincer Primer
Neil Davison
Semester 2, 2017-2018
Introduction
In this assignment I present a series of
game-informed tasks based around the
manipulation of a robotic arm. Using
written narrative and image-based
instructions students complete
increasingly difficult tasks using a USB
game controller to make a robotic arm
move in a specified area. I hope to
show that the learning and outcomes
improve by incorporating game
characteristics and principles into the
activity. Figure 1. Mover4 robot arm, the model used in the activity (cpr-
robots.com, 2018a)
The Training
Setting
Context
The Trades department of the Campus has two new robotic arms for training
purposes. To assist the instructors incorporate them into their courses, it is
important to provide guided activities with genuine learning outcomes that align
with nationwide apprenticeship content (Taylor, 2018).
Outcomes
The students should learn how to control the arm and understand 3-dimensional co-
ordinates in relation to the arm’s range of motion. Those with limited skill in
controlling the arm are provided the opportunity to contribute to their team
collecting and collating data to help with some of the more complex movements. The
instructor can recommend that the teams decide on who will fill or alternate roles
after all students have attempted the first 3 tasks.
Students
Students in the Industrial Mechanic, Millwright, or Power Engineering programs are
the groups most likely to benefit from the training due to potential exposure to
similar equipment in their workplace. The apprentices range in age from 19 to 45.
The cohort size is set at a minimum of 12 and a maximum of 16 (Baker, 2018).
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Students could be either apprentices or foundation level. Apprentices are
experienced workers, leveling up in their trade, and would have several years of
practice in their industry. They will know about safe work practices and daily
activities in industry. Foundation level students, if training straight from secondary
education, would be classed as young or new workers (WorkSafe BC, 2018).
Foundation level students come to the course with the notion of being a
tradesperson after 22 weeks, to form an identity by committing to learning in a new
domain, wanting to be part of that affinity group (Gee, 2007, p.54), to call
themselves a Millwright.
Equipment
There are 2 table-top robotic arms with
generic game controllers and programmable
software that can make the robotic arm move
around and grab items with a gripper/pincer
(CPR-robots.com, 2018b).
Pincer Primer
The Backstory
The Foreman wants a new robotic arm’s range of movement tested and then
requires co-ordinates for a sequence of moves. They want the information by the
end of the day as the robot is to begin weight testing tomorrow.
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Robotic Motion Testing (RMT)
As a member of a team, your task is to initialize the arm and run the assigned
movement tests. You will be required to record the co-ordinates of the tests and
potentially use co-ordinates to input into the software to run tasks automatically.
The arm will be working in a restricted sized area during the tests. Penalties are
incurred if there is damage to the arm – i.e. hits the sides or the table. When
students do not have access to the arm, software simulators are available for
improving skills with the controls and familiarity with the software.
Each student has time to practice controlling the arm for a limited time while the
arm, gamepad controls, and specific areas of the software are introduced to the
class. Then the class is divided into four teams.
Rules
Each student must attempt three manual control tasks and assist in at least three
group tasks.
Penalty for hitting the table or box sides – 5 minutes each, reflecting time lost to
investigating damage, repairs, and incident reports.
Your Foreman (Instructor) intervenes at any time to add interruptions to the
activity, adding a constraint to increase the challenge if teams are advanced or
removing an obstacle if others are struggling.
Team markers are moved along a task line as tasks are completed, effectively a
leaderboard with tallied penalties.
At the end of the “shift” the team with the most tasks completed and with the least
amount of applied penalties will win bragging rights.
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Feedback
Afterwards, feedback affords the students an opportunity to articulate what they
have learned and reflect upon the processes they used to achieve the goals set. It is
important that students have understood the point of the activity. Explore the
completed tasks and their knowledge of them to be sure the students achieve the
learning goals (Brown, Collins, and Newman, 1991).
Scaffolding is the theory that underpins the incremental skill acquisition in the tasks
set, supported by the instructor. The process here uses increasingly more difficult
tasks, limited in time to focus learning and achieve outcomes (Wood, Bruner, and
Ross, 1976).
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The design is influenced by activity theory (Engeström and Miettinen, 1999) and the
effectiveness of using the real-world backstory may benefit from an alignment
toward Jonassen and Rohrer-Murphy’s (1999) process for applying activity theory.
The process highlights the importance of genuine context, with activities, tools, and
goals that reflect real-life practice. Brown, Collins, and Duguid (1989) promote the
notion of a cognitive apprenticeship that incorporates these same ideas and that
constructing knowledge socially through collaboration underpins the socio-cultural
basis of activity theory (Engeström and Miettinen, 1999) helping students become
practitioners. It shows the importance of teamwork and the human-ness required to
understand and learn within the context of the narrative in the activity. Students
learn using the designed activity and aided by guidance and peers (Siyepu, 2013) to
move on from 2 dimensions (what students know) “through a zone of proximal
development” (Roschelle, 1998, p.244) into learning 3D co-ordinate understanding
and practice (what they don’t yet know)(Zaretskii, 2009).
Students should see or be prompted to see patterns that will help them complete the
tasks quicker by predicting co-ordinates, bringing the task time down. This
prediction of moves is promoted to ensure freedom to explore and challenge the
game. There are risks involved (errors inducing damage and penalties) but better in
the activity with lowered risks (Gee, 2007, p.59) than with a $100,000 robot
(robots.com, 2018).
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themselves and their current and potential capacities” (2007, p.64). Appropriate
feedback, praising hard work and strategies rather than ability (Mueller and Dweck,
1998) and encouragement from within their team may prompt them to try a
different role.
It was identified (Taylor, 2018) that the ability to encounter simulated mechanical
errors would be advantageous for students, to problem solve fault sources and
develop solutions. It may be possible to program the software to mimic such faults
but currently that is undetermined.
The task check list, penalties, and leaderboard are recorded with pen and paper, but
it could be translated to a digital format, still utilizing a real robot, but co-ordinates,
penalties, bonuses and other game artifacts could be monitored and applied using
software with stricter time limits on tasks removing this class-based variable. Other
realistic aspects could be applied in-game, for example, damage proximity alerts or
interruptions by the Foreman when certain milestones are hit. The resources do not
exist at College level to produce such an entity.
Conclusion
Pincer Primer would be a useful tool in a series of game-informed activities that
increased the engagement levels in learning about robotic movement and 3D co-
ordinates. Sustained use could refine the game mechanics and provide data on the
effectiveness of the active learning (Mayer, 2009, p. 195). I hope the students would
find it gripping enough to motivate them to complete the whole series.
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References
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