• Title/Summary/Keyword: 레고 마인드 스톰

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Development of The Embedded Software Learning program Using LEGO Mindstorms (레고 마인드스톰을 활용한 임베디드 SW 학습프로그램 개발)

  • Kim, Myung-Jung;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.157-160
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    • 2014
  • 본 논문에서는 최근 주목받고 있는 임베디드 시스템 개발을 위한 소프트웨어 교육의 필요성을 살펴보고 이를 위해 레고 마인드스톰 EV3 교구를 활용한 학습프로그램을 개발하여 제안하고자 한다.

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Measuring the Effectiveness of Teaching Introductory Programming Using LEGO Mindstorms Robots (레고 마인드스톰 로봇을 이용한 프로그래밍 입문 교육의 효과 측정)

  • Kim, Tae-Hee;Kang, Moon-Seol
    • Journal of Internet Computing and Services
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    • v.11 no.4
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    • pp.159-173
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    • 2010
  • It is difficult for us to teach the introduction course of programming to beginners just starting their college life. What is particularly hard to do is to provide them with learning motivation so that the freshmen can be easily and rapidly adapted to programming work and to enhance their will to learn. In this paper, we suggest a method to apply LEGO Mindstorms robot to the introduction course of programming in purpose to allow programming beginners to be motivated and have higher will to learn so that they can receive programming education easily and joyfully. This paper attempts to find reasonable methods for improvement which can help programming beginners to be motivated and encouraged to learn in the course of C programming education and can facilitate learning effects as well, and conducts education using LEGO Mindstorms robot as a way to solve problems like students' low interest or will to learn. According to the result of providing the freshmen with the introduction course of C programming to which the suggested method was applied, it was found that their academic achievement in programming education enhanced through their increased motivation and will to learn programming. This result shows that students' interest, motivation, and will to learn the subject are statistically significant improvement through the course that employs LEGO Mindstorms robot.

Empirical Study of Improving Sensor API for Lego Mindstorms NXT (레고 마인드스톰 NXT를 위한 센서 API 개선 사례)

  • Cheong, Jong-Hyun;Park, So-Hyun;Kwon, Gihwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1559-1562
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    • 2012
  • 레고 마인드스톰 NXT는 다른 로봇 키드에 비해서 조작이 간편하며, 고차원적인 로봇 행위를 제어하기 위해 펌웨어인 leJOS를 지원하며, 블루투스를 이용한 원격 제어가 가능하다. 그러나 leJOS는 외부 파일을 제어하거나 센서 하드웨어가 정상 동작하지 않는 등의 몇 가지 문제점이 발견되었다. 본 논문에서는 leJOS가 갖는 이러한 일련의 문제점을 살펴보고, 이에 대한 해결책을 제시한다.

The Perception for Software Education of pre-Service Special Elementary Teacher (프로그래밍 도구에 따른 로봇활용수업 학습방안)

  • Kim, Se-min;Ryu, Chang-su;You, Kang-soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.635-637
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    • 2016
  • The purpose of this study was to apply other programming tools such as robots parish. The robot was utilized for Lego Mindstorms NXT. Programming tools were used to block generic programming tools were used in the NXT-G, was used as a simulation programming tools MSRDS, mobile App Inventor is a programming tool (App Inventor). It can lead to interesting effects of learning and learning based on three programming tool above.

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Development of Curriculum Using ROBOTC-based LEGO MINDSTORMS NXT and Analysis of Its Educational Effects (ROBOTC기반 LEGO MINDSTORMS NXT 로봇을 이용한 교육과정 개발 및 교육효과 분석)

  • Lee, Kyung-Hee
    • The KIPS Transactions:PartA
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    • v.18A no.5
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    • pp.165-176
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    • 2011
  • In this paper, we show how a curriculum using LEGO MINDSTORMS NXT robot based ROBOTC for undergraduate students has been developed, and we analyze the educational effect of the curriculum. The curriculum is composed of basic knowledge learning, practice with basic robots, practice with advanced robots, and creative design and implementation of robots. During the three year period since 2009, educational achievement has been analyzed by surveys for 6 classes, 94 students. According to the analysis, the curriculum has highly motivated the students and made them to achieve effectively our educational and academic goals. Also, we observe that the curriculum helped the students to improve their creativity and the problem solving skill, and that the students were autonomously and deeply involved in the homework and the term projects, which made them be very cooperative. Finally, the intensive practice with ROBOTC programming is shown to help students to improve their programming ability of C language.

Training and Management of Pets using Lego Mind Storms (레고 마인드스톰을 활용한 반려동물 훈련 및 관리에 관한 연구)

  • Jang, Donghwan;Kim, Sihyun;Yoon, Hosik;Kim, Minju;Lee, Sungjin;Moon, Sangho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.383-385
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    • 2021
  • According to a paper on estimating and forecasting the size of the pet-related industry published in 2018, 26.9% of the nation's pet-owned households were in their 30s and one-person households, consisting only of couples, as of 2015. Regarding the social increase in single-person households and double-income couples, it is believed that the surge in neglect time and lack of training time that pets do not want is a problem. This paper conducted the development of hardware and software products for the training and management of companion animals using Lego Mind Storm. Lego mind Storm is equipped with a variety of sensors and can produce equipment to train or care pets with simple programming through easy assembly and visual scripting. It is also expected that switching to new equipment will be easy because it is well modularized. We hope that this study will help the training and management of pets when the expansion of the pet market becomes active through this study.

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Development and Application of STEAM Education Program Using the Lego Mindstorms Robot (레고 마인드스톰 로봇을 활용한 STEAM 교육 프로그램 개발 및 적용)

  • Choi, Jae-Hyeok;Choi, Ho-Meoyng;Park, Jongseok
    • Journal of Science Education
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    • v.42 no.1
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    • pp.1-11
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    • 2018
  • STEAM program as integrating Science, Technology, Engineering, Arts, and Mathematics became essential part of secondary education and software education will be a required subject in secondary schools. In this study, we propose the application of the Lego mindstorms robotics programs for the developments of both STEAM and software educational materials. Our program consisting of five hours of classes is made based on the problem solving strategies. According to students' impression obtained after our program had been applied, our program appears to provide students opportunities for conceiving creative thinking and problem solving strategies. It also shows positive results for the application to the software and science educations as well as other extracurricular such as after school programs or programs for gifted students.

A Learning Method of Stack and Queue through Solving Maze Exploration Problems with Robots (로봇의 미로 탐색 문제해결을 통한 스택과 큐 학습 방안)

  • Hong, Ki-Cheon
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.613-618
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    • 2012
  • ICT education guidelines revised in 2005 reinforce computer science elements such as algorithm, data structure, and programming covering all schools. And Ministry of Education emphasizes STEAM education. Most important is that "How instruct them". This means necessity of contents. So this paper suggests learning method of Stack and Queue using LEGO MINDSTORMS NXT. The main purpose is that how stack and queue are used, when robot explore realistic maze. Teaching and learning strategies are algorithm, flowchart, and NXT-G programming. Simple maze has path in left or right, but complex maze has three-way intersection. These are developed by authors. Master robot explores maze and push stack, and then return to entrance using stack. Master robot explores maze and transmits path to slave's queue. And then slave robot drives without exploration. Students can naturally learn principles and applications of them. Through these studies, it can improves ability of logical and creative thinking. Furthermore it can apply to ICT and STEAM education.

A Study of the Model-based Testing for Embedded Software in ESTEREL (ESTEREL 임베디드 소프트웨어를 위한 모델 기반 테스트 기법 연구)

  • YANG Jin-Seok;Kim Jin-Hyun;Sim Jae-Hwan;Kim chang-jin;Choi Jin-Young
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.337-339
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    • 2005
  • 본 논문에서는 임베디드 시스템의 제어를 위해 동기화 언어인 에스테렐로 개발된 소프트웨어가 소프트웨어 요구사항을 만족하는지 확인하기 위한 Model-based Test(MBT) 프레임 워크를 제안한다. 제안된 프레임 워크를 기반으로 작성한 프로토 타입의 테스트 도구는 요구사항 모델을 창조하여 On-the-fly 방법을 통해 테스트 케이스를 랜덤하게 자동으로 생성하여 소프트웨어에 대하 테스트를 자동으로 수행한다. 간단한 case study로 레고 마인드스톰 로봇 제어 소프트웨어에 MBT를 수행하고 그 결과를 확인한다.

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