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Implementation of a 3D Animation-Based Educational Platform for Learning Robotics in Kano, Kano State

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  • NGN 5000

Background of the Study
Robotics education is rapidly evolving as an essential field for preparing students for future technological advancements. In Kano, the incorporation of 3D animation into educational platforms offers a transformative approach to teaching robotics. Traditional robotics courses often rely on static diagrams and limited hands-on experiences, which may not effectively capture the dynamic processes involved in robot design and control. A 3D animation-based educational platform can simulate robotic systems, illustrate programming algorithms, and demonstrate mechanical operations in an engaging and interactive format (Bello, 2023). These animated simulations provide students with a clear visualization of complex robotic functions and allow them to experiment with different control strategies in a virtual environment. Moreover, the use of 3D animations helps bridge the gap between theory and practice by enabling learners to observe real-time responses of robotic systems to various inputs (Oluwaseun, 2024). The platform can serve as a cost-effective alternative to physical labs, which are often limited by resource constraints and high maintenance costs. By integrating interactive 3D models and step-by-step animations, the platform encourages active learning and fosters innovation among students. Additionally, this technology can enhance collaboration by allowing users to share virtual projects and engage in peer review. The proposed platform aligns with global trends in digital education that emphasize the use of multimedia and interactive tools to improve learning outcomes. This study aims to implement and evaluate a 3D animation-based platform for robotics education in Kano, examining its impact on student engagement, skill development, and overall academic performance (Chinwe, 2025).

Statement of the Problem
Traditional methods of teaching robotics in Kano are often hampered by outdated instructional materials and limited access to hands-on training facilities. This results in a disconnect between theoretical instruction and practical application, leaving students underprepared for real-world challenges in robotics. The reliance on static teaching aids fails to capture the dynamic nature of robotic systems, leading to low engagement and diminished creativity among learners (Ibrahim, 2023). Furthermore, resource constraints limit the availability of physical robotics labs, reducing opportunities for experiential learning. Although digital platforms utilizing 3D animation offer promising alternatives, their implementation remains limited due to high initial development costs, technical challenges, and insufficient training for educators. This study seeks to address these issues by developing and implementing a 3D animation-based educational platform tailored for robotics education. The research will evaluate whether such a platform can enhance students’ understanding of robotic principles, improve their practical skills through virtual simulations, and foster a more engaging learning environment. It will also explore the challenges encountered during the platform’s implementation and propose strategies to overcome them, ensuring that the technology is accessible and effective for all learners. Ultimately, this study aims to provide evidence-based recommendations that will support the integration of advanced digital tools into robotics education, thereby preparing students for a technology-driven future (Udo, 2024).

Objectives of the Study:

  1. To develop a 3D animation-based platform for robotics education.

  2. To assess its effectiveness in enhancing student engagement and practical skills.

  3. To identify challenges in implementation and recommend viable solutions.

Research Questions:

  1. How does the 3D animation-based platform improve the understanding of robotics concepts?

  2. What impact does the platform have on student engagement and skill acquisition?

  3. What technical and pedagogical challenges hinder its effective implementation?

Significance of the Study
This study is significant as it investigates the potential of 3D animation to revolutionize robotics education in Kano. By providing an interactive and immersive learning environment, the platform aims to enhance student comprehension and practical skills, thereby bridging the gap between theory and practice. The findings will inform educators and policymakers on innovative strategies for digital transformation in technical education, ultimately contributing to the development of a skilled workforce in robotics.

Scope and Limitations of the Study:
The study is limited to the implementation and evaluation of a 3D animation-based educational platform for robotics in Kano, Kano State, and does not extend to other subjects or regions.

Definitions of Terms:

  1. 3D Animation: The use of computer-generated imagery to create three-dimensional moving visuals.

  2. Educational Platform: A digital system that facilitates teaching and learning through interactive content.

  3. Robotics Education: The study and practice of designing, programming, and operating robots.


 





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