Table of Contents
Fetching ...

GeoBotsVR: A Robotics Learning Game for Beginners with Hands-on Learning Simulation

Syed T. Mubarrat

TL;DR

The paper presents GeoBotsVR, a VR game designed to introduce beginners to robotics, electronics, and embedded programming through hands-on, puzzle-based play. It combines three gameplay zones The Workshop, The Arcade, and The Repair Zone to support building, navigating, and debugging a customizable two-wheeled robot within procedurally generated maps. Key innovations include PCG-driven maps with legal and illegal nodes, an in-game economy, and scalable repair challenges that require no prior knowledge. The work argues VR enhances engagement and embodiment, offering a home-friendly, accessible pathway to robotics education while acknowledging potential simulator sickness and outlining future usability improvements.

Abstract

This article introduces GeoBotsVR, an easily accessible virtual reality game that combines elements of puzzle-solving with robotics learning and aims to cultivate interest and motivation in robotics, programming, and electronics among individuals with limited experience in these domains. The game allows players to build and customize a two-wheeled mobile robot using various robotic components and use their robot to solve various procedurally-generated puzzles in a diverse range of environments. An innovative aspect is the inclusion of a repair feature, requiring players to address randomly generated electronics and programming issues with their robot through hands-on manipulation. GeoBotsVR is designed to be immersive, replayable, and practical application-based, offering an enjoyable and accessible tool for beginners to acquaint themselves with robotics. The game simulates a hands-on learning experience and does not require prior technical knowledge, making it a potentially valuable resource for beginners to get an engaging introduction to the field of robotics.

GeoBotsVR: A Robotics Learning Game for Beginners with Hands-on Learning Simulation

TL;DR

The paper presents GeoBotsVR, a VR game designed to introduce beginners to robotics, electronics, and embedded programming through hands-on, puzzle-based play. It combines three gameplay zones The Workshop, The Arcade, and The Repair Zone to support building, navigating, and debugging a customizable two-wheeled robot within procedurally generated maps. Key innovations include PCG-driven maps with legal and illegal nodes, an in-game economy, and scalable repair challenges that require no prior knowledge. The work argues VR enhances engagement and embodiment, offering a home-friendly, accessible pathway to robotics education while acknowledging potential simulator sickness and outlining future usability improvements.

Abstract

This article introduces GeoBotsVR, an easily accessible virtual reality game that combines elements of puzzle-solving with robotics learning and aims to cultivate interest and motivation in robotics, programming, and electronics among individuals with limited experience in these domains. The game allows players to build and customize a two-wheeled mobile robot using various robotic components and use their robot to solve various procedurally-generated puzzles in a diverse range of environments. An innovative aspect is the inclusion of a repair feature, requiring players to address randomly generated electronics and programming issues with their robot through hands-on manipulation. GeoBotsVR is designed to be immersive, replayable, and practical application-based, offering an enjoyable and accessible tool for beginners to acquaint themselves with robotics. The game simulates a hands-on learning experience and does not require prior technical knowledge, making it a potentially valuable resource for beginners to get an engaging introduction to the field of robotics.
Paper Structure (14 sections, 5 figures)

This paper contains 14 sections, 5 figures.

Figures (5)

  • Figure 1: Examples of the main gameplay elements, including (a) starting point, (b) ending point, (c) "legal" nodes, (d) "illegal" nodes, and (e) pickup object. Some miscellaneous elements are also shown, such as (f) sandbag track, (g) rotating gate, and (h) bridge with deposit point
  • Figure 2: Two versions of gameplay maps of different difficulty containing “illegal” nodes, pickup objects, and other obstacles in different positions, while providing at least one accessible path, for: (a, b) easy difficulty "South American Mountains" map with top and side views, and (c, d) hard difficulty "New York" map with top and side views
  • Figure 3: Components of The Workshop, including (a) various robotic components with their information, (b) the robot stats display, and (c) the build progress display with all required components added. An example of adding robotic components to the robot is also shown (d), where an indicator on the robot's body guides the player on where to add the component
  • Figure 4: Screenshots of various components of The Arcade, including (a, b) the globe menu for selecting a map, (c, d) joysticks for driving the robot, (e) the dock display showing in-game information, (f) a display showing the top view of the map, (g) a display showing the side view of the map, and (h) example of a warning message
  • Figure 5: Components and manipulation methods of The Repair Zone: (a) a display showing the problem statement and hints, (b) direct manipulation of electronics using hands with tools and (c) without tools, and (d) manipulating the code using a simple point-and-click method