• Title/Summary/Keyword: 로봇교육프로그램

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Development of Robot Education Program for Pre-service Elementary Teachers Using Educational Robot and its Application (교육용 로봇을 활용한 예비초등교사 로봇교육프로그램의 개발 및 적용)

  • Song, Ui-Sung
    • Journal of Digital Contents Society
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    • v.14 no.3
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    • pp.333-341
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    • 2013
  • Robot education has the favorable influence on creativity and problem-solving ability of students. Therefore, it is commonly known to elementary school students, their parents and teacher through robot education for after school and contests. However, it has not been actively taught at university of education students because of the lack of systematic education program. In this paper, we have developed robot education program using problem-based learning and educational robot for pre-service elementary teachers. We have examined their recognition on robot education and education program after applying the developed program. Interviews for improving robot education program were also conducted. We find out robot education program has the favorable influence on the recognition, satisfaction and effectiveness for robot education. In particular, we know that education will related to robot was augmented by this education program.

Development and Effect of Biomimicry Robot Education Program based on Technology Education (기술 교육 기반의 생체 모방 로봇 교육 프로그램 개발 및 적용 효과)

  • Kim, Sung-Ae
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.109-117
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    • 2019
  • In this study, it developed and applied a biomimicry robot education program based on technology education, and to examine its effects. To do this, We were developed a biomimetic robot education program and was applied to gifted education in the technology fields to examine changes of the effects along with satisfaction. The results are as follow: First, the biomimicry robot education program conducted over 15 hours in total, comprised of technological problem solving steps. Second, satisfaction as a quantitative research of this program was higher than average, and as a qualitative research also showed positive satisfaction. Third, the changes in the propensity for technological problem solving and attitudes toward robots were statistically significant after participation in the program.

The Effect of a Robot C Programming Curriculum on Improving Creativity and Programming Ability - Case of a Science high School- (로봇C언어 교육프로그램이 창의력과 프로그래밍 능력 향상에 미치는 효과 - 과학 고등학교 사례-)

  • Suh, Hyeong-Eob
    • 대한공업교육학회지
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    • v.34 no.1
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    • pp.210-237
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    • 2009
  • The aim of this thesis is to develop a robot C programming curriculum with the subject of the students in the middle & High School and to prove the effect of the programming on creativity and programming ability. The content of the robot C programming curriculum consists of the introduction, basic knowledge and assembling of the robot (usage of kits and the theory of mechanism); the learning of the robot c programming; the assigned robot making; the original robot making, which is ultimately designed to improve the creative robot programming ability of students. The subjects are divided into two groups(38); one groups(11) taking the course of C++programming and the other(27) taking the robot C programming as well as C++programming. Then each group's improvement of creativity and programming ability is measured in both pretest and posttest. The students taking the robot C programming curriculum gain the product of the assigned robot and the original robot. Besides, it turns out that the curriculum have a meaningful effect in that students acquire the enhanced creativity according to the result of TTCT Creativity Test. Self evaluation also indicates the improvement of C++programming ability.

Design and Development of STEM Program Based on Robotics Engineering Educational Model (로봇 엔지니어링 모델 기반 STEM프로그램 설계 및 개발)

  • Park, Jungho;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.177-189
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    • 2013
  • According to a comparison study of international academic achievements, Korean students showed high academic achievements in science and mathematics, whereas their learning motivation appeared relatively low. Therefore, this work developed the robot-based STEM integrated education program reflecting an engineering class model. The title of the program is determined as 'animals' which are included in one section of the fourth grade science curriculum, are friendly to students, and are effective for robot application. Robot-based STEM program is consisted of three areas: robot education, subject-related course learning, and engineering education. The STEM program was reviewed by 14 teachers. The study result presented that regardless of knowledge of robot, most teachers gave positive response to program goal, composition of contents, application of robot.

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The Effects on Improving Creativity with a PBL-based Robot Education Program - Case of a Science High School - (문제중심학습(PBL)에 기초한 로봇교육 프로그램이 창의력 향상에 미치는 효과 - 과학고등학교사례 -)

  • Suh, Hyeong-Eob
    • Journal of Engineering Education Research
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    • v.10 no.4
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    • pp.93-122
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    • 2007
  • The purpose of this study is to develop a systematic and effective PBL-based robot education program for improving creativity, and to analyze its effect on improving creativity of students in a science high school. The programs for 22 classes, designed to be used in a science high school, were developed and implemented. 8 teams got the abilities to independently build their own robots throughout all the process. The resultant improvement in creativity was analyzed in terms of gender and academic achievements. In the TTCT test, there was a significant improvement in creativity, especially the greatest in a subcategory 'originality.' While there was no significant difference in creativity by gender, there was a little difference in creativity by academic achievement. Especially the lowest group (Ha) showed the greatest improvement in creativity. This robot education program is expected to be used as an introductory one for the college of engineering.

Design and Implementation of Educational Robot for Logical Ability Improvement (논리력 향상을 위한 교육용 로봇 설계 및 구현)

  • Moon, Chae-Young;Kim, Eui-Jeong;Kang, Shin-Cheon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.304-309
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    • 2007
  • 본 논문에서는 학생들의 논리력과 창의적 문제해결 능력 향상을 위한 교육용 로봇을 설계하고 구현하였다. 제작된 로봇은 센서와 프로세서 그리고 모터 구동회로를 포함하고 있는 하드웨어와 교육용 로봇 제어 소프트웨어, 로봇 구조물 제작용 기계부품 그리고 교육내용과 제작 매뉴얼이 포함된 교재로 구성되어 있다. 제작된 로봇은 컴퓨터를 사용하지 않고 로봇에 직접 프로그래밍이 가능한 특징을 갖고 있는데 이는 로봇 교육에 있어서 장소의 제약을 받지 않고 교육이 가능함을 의미하며 학생들의 프로그래밍 결과가 로봇의 움직임으로 나타나므로 기존의 정적인 컴퓨터 프로그램 교육의 한계를 넘어 동적인 프로그램 교육이 가능하다. 그리고 간단한 하드웨어 지식과 기초 명령어만으로도 로봇을 제어할 수 있도록 사용자 중심의 함수화된 명령어를 사용하여 로봇이나 컴퓨터 프로그램을 처음 접하는 학생들도 쉽게 접근이 가능하도록 설계 하였다. 로봇을 조립하고 프로그래밍 하는 과정을 통해 학생들의 창의성과 논리력 그리고 문제해결 능력 신장에 기여할 수 있을 것으로 기대한다.

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A Study on Changes in Logical Thinking Ability of Elementary Students Through Game-Based Robot Education (게임식 로봇교육을 통한 초등학생의 논리적 사고력 변화)

  • Kim, So-Yeon;Seol, Moon-Gyu
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.111-121
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    • 2010
  • The aim of this study is to investigate the effects of game-based robot education on the elementary students' logical thinking ability and academic achievement. 12 boys in the 6th grade from S elementary school from Namhae, Kyungnam participated in the study. The game-based robot education was applied to the participants 32 times in the procedures. The results from pre- and post-logical thinking tests and pre- and post-academic achievement were analyzed. After participating in the game-based robot education activities, there were meaningful statistical differences in the participants' logical thinking ability. The results of the study suggest that the game-based robot education has positive impact on students' ability to think logically. In addition, the game-based robot education improved children's motivation in learning.

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Analysis of effect of Invention Education program using the Hands-on robots (Hands-on robots을 활용한 발명교육프로그램 효과 분석)

  • Kim, Sungae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.615-617
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    • 2019
  • In this study, the effectiveness of the education program was analyzed through the invention education program using Hands-on Robots, the change of perception of invention and robots of primary and secondary students. The results of the study were as follows: there were many differences in robots that students recognized before and after education, and the change was noticeable in lower grades. In addition, perception of inventions included many robots after they were trained, compared to the fact that robots were not included before they were learned. There has also been a change in attitudes toward robots and their attitude toward inventions, which was more pronounced in the lower grades. By doing so, it can be analyzed that the invention education program using Hands-on robots is effective in giving elementary and secondary students a change in their perception of inventions and robots.

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Development of the Battle Robot Fabrication Curriculum Applied by the Robot Club Activities Program (로봇동아리 프로그램 적용에 의한 배틀 로봇 제작 교육과정 개발)

  • Lim, Ho-Kwon;Shin, Seung-Jung;Ryu, Dae-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.340-343
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    • 2010
  • 본 연구는 공업계 고등학교에서 효율적인 로봇교육을 위하여 로봇에 관심과 흥미가 있는 학생들을 대상으로 로봇 동아리를 조직하고, 경진대회용 배틀 로봇을 제작하는 데 필요한 교육과정을 개발하였다. 이를 위해 첫째로 국내외 경진 대회와 문헌 고찰을 통해 다소 모호한 용어인 배틀 로봇을 정의하고, 에듀테인먼트 로봇으로 구분하였으며, 공업계 고등학교에서 배틀 로봇 제작이 갖는 교육적 활용가치를 탐색하였다. 둘째, '2007년 개정' 교육과정 중에서 '로봇 기초'와 '로봇 제작' 교육과정의 성격과 목표를 분석하였고, 셋째, 배틀 로봇 제작 교육과정을 개발하기 위해 로봇 동아리를 실험대상으로3라운드에 걸친 실험연구를 통해 공업계 고등학교 로봇 동아리 프로그램 적용에 의한 배틀 로봇 제작에 적합한 교육과정을 개발하였다. 로봇이 미래의 기술로 주목받게 됨에 따라 우리나라에서도 로봇 교육이 활성화되고 있는 지금, 배틀 로봇 제작이 학생들에게 체험 교육의 도구가 될 뿐 만 아니라, 공업계 고등학교에서 다루는 로봇 교과목 및 이와 관련된 전문 교과목의 교육효과를 극대화할 수 있는 도구가 될 수 있을 것으로 기대된다.

The Design of Creative Activities Program Using An Educational-Robot (교육용 로봇을 활용한 창의적 체험활동 프로그램의 설계)

  • Hur, Jung-Ho;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.331-334
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    • 2011
  • 본 연구의 목적은 국가경쟁력 향상을 위한 세계적인 융합의 흐름을 대비하여 융합 기반인 교육용 로봇을 활용한 창의적 체험활동 프로그램을 설계하는데 있다. 이를 통해 해외의 정보교육 활성화 경향과는 달리 초등학교에서 소외되는 정보교육의 중요성을 부각시키고, 창의성과 인성을 강조하는 창의적 체험활동에서 자연스럽게 활용되기 위함이다. 이에 교육용 로봇을 활용한 융합교육 단계와 프로그램 교수 학습 모형의 설계를 통해 초등학교의 창의적 체험활동에서 활용될 수 있는 프로그램의 토대가 되고자 한다.

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