DIGITAL LIBRARY
EXPERIENTIAL LEARNING ACTIVITY: TIC-TAC-TOE APPLICATION USING ROBOTICS AND A.I
1 IES Gonzalo Anaya (SPAIN)
2 Universidad Politécnica de Valencia (SPAIN)
3 Universidad Pablo de Olavide (SPAIN)
About this paper:
Appears in: ICERI2020 Proceedings
Publication year: 2020
Pages: 4061-4069
ISBN: 978-84-09-24232-0
ISSN: 2340-1095
doi: 10.21125/iceri.2020.0913
Conference name: 13th annual International Conference of Education, Research and Innovation
Dates: 9-10 November, 2020
Location: Online Conference
Abstract:
The realization of experiential learning activities (ELA) has been shown to increase the motivation of the students to carry out the activities, at the same time that they achieve a greater retention of the assimilated concepts. Within our working group, we have spent years developing and implementing ELA for both undergraduates and vocational students.

The use of educational robots allows students to learn advanced programming techniques safely, easily and at reduced cost. In our case, the choice of a DOBOT (robot based on Arduino) has led to the completion of multiple experiential activities.

This article presents the continuity of a previous activity, in which the student programmed a DOBOT to play tic-tac-toe. The novelty consists in the use of artificial intelligence so that DOBOT can decide the movement to make.

We present the activity for its subsequent execution, where the planning and development phases are shown, as well as the form of evaluation. The necessary and proposed materials for the execution of the activity are listed.

Finally, the activity as a whole is analyzed and the conclusions are detailed.
Keywords:
Experiential, active, ELA, robotics, intelligence.