• Title/Summary/Keyword: 로봇이용교육

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Analysis on the Status of the Pilot Project to Spread Hands-on Robots in Elementary After-School (초등 방과후학교 교구로봇 시범사업 현황 분석)

  • Kim, Deok-Gwan;Ryuh, Young-Sun;Han, Jeong-Hye
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.259-262
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    • 2010
  • 지식경제부에서는 학교교육의 다양성 확대를 지원하고 체계적인 로봇교육 방안을 마련하고자, 초등학교 68개교를 대상으로 교구로봇과 교사 연수 등 교사의 로봇활용 지원체제를 구축한 후 교구로봇 시범교육사업을 실시하였다. 따라서 본 논문에서는 초등 방과후학교의 교구로봇 시범교육사업에 대한 현황을 분석하여, 향후 교구로봇 확대사업에 대한 기초 자료 분석결과를 제공하고자 한다. 이를 위하여 시범교육사업 대상학교의 교육 개설 현황, 교구 및 교재 이용, 교 강사 현황과 학생만족도 등을 조사하였다. 그 결과 대부분의 초등학교에서 학생들의 창의력 향상, 로봇에 대한 관심 증대 등의 효과가 있는 것으로 나타났으며, 적극적으로 수업에 참여하고 높은 집중 정도를 나타내는 것으로 분석되었다. 하지만 교재, 교구에 대한 개선 요구사항이 많은 것으로 나타나 학생들의 수준에 맞는 적절한 교재와 학생들의 다양한 활동을 이끌어 낼 수 있는 교구의 구성이 뒷받침 되어야 할 것으로 보인다.

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An Educational Robot Game Framework for Programming Leaning in K-12 (프로그래밍 학습을 위한 교육용 로봇 게임 프레임워크)

  • Kwon, Dai-Young;Shim, Jae-Kwoun;Hur, Kyoung;Lee, Won-Gyu
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.89-94
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    • 2010
  • This paper proposes an educational robot game framework for novice students in k-12 to learn concepts of programming through interesting experiences. It is designed to be able to enjoy robot games without technical knowledge of robotics and programming. For this, in the proposed robot game framework, educational robots based on line-tracer are used and the programming APls that can be used for various educational programming languages are offered. And the proposed robot game framework also offers a game board to create several games with easy operations. Additionally, through experiments, it shows that novice students are able to create different games that have several game solutions for various programming using this robot game framework.

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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.

Development and Application of Robot based Teaching Methods for use by pre-Service Special Elementary Teacher (예비 초등특수교사를 위한 로봇활용수업 프로그램 개발 및 적용)

  • Kim, Se-Min;Ha, Tai-Hyun
    • Journal of Digital Convergence
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    • v.9 no.6
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    • pp.389-397
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    • 2011
  • With the growing acceptance of the educational benefits for the use of robot- based teaching, their use in classrooms is increasing. However, the vast majority of studies taking place are based within normal classroom environment. Therefore, this study was focused on the adaptations that need to be made for the use of robot-based teaching within a special-needs environment, specifically a program for pre-service teachers of a special needs Elementary school. The results indicate robot-based teaching has a place within special education and it is hoped that this study will spur further investigation into the field.

Development of Robot Contents for STEAM education (STEAM 교육을 위한 로봇 콘텐츠 개발)

  • Nam, Yun Jeong;Kim, Hee Sun
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.1
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    • pp.9-18
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    • 2015
  • Educational learning methods that take advantage of a robot provide opportunities for students to develop high dimensional thinking, a creative expression and discovery learning opportunity. It is also perceived as a suitable tool for STEAM systems which can be used in a variety of school curriculums. Therefore we designed and developed STEAM educational contents using robots in this study. This study analyze elementary text books and design the convergence contents from various subjects such as math, science, engineering and art through a robot. This study has developed educational materials by making a robot based on the designed contents. They have been applied to after school materials and then evaluated for comprehension, interest and participation. The results of this study have shown very encouraging evaluations from participating students. Accordingly, this study has shown that STEAM contents that take advantage of a robot have improved student participation, interests, and comprehension in the curriculums. Additionally, integrating STEAM educational content has proved more effective in contrast to being separated.

Design of Simulation Supporting System for Robot Programming Education (로봇 프로그래밍 교육을 위한 시뮬레이션형 지원 시스템 설계)

  • Kim, Hyo-Jong;Yoo, In-Hwan
    • 한국정보교육학회:학술대회논문집
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    • 2008.01a
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    • pp.245-250
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    • 2008
  • 초등학교 정보통신기술 교육에서 새롭게 실시되는 프로그래밍 교육을 위해 로봇 프로그래밍에 대한 관심이 어느 때보다 고조되고 있다. 교육용 로봇을 이용한 프로그래밍교육은 학습자가 로봇을 직접 제작하고 프로그램을 작성하여 실행시키는 과정을 통하여 프로그래밍의 원리뿐만 아니라 학습자의 창의력과 문제해결력 신장에도 많은 도움을 준다. 이러한 로봇 프로그래밍 교육을 활성화시키기 위하여 본 연구에서는 초등학교 아동의 발달 수준에 맞게 게임, 가상체험, 시뮬레이션 기법 등을 적용한 학습 지원시스템을 설계하고자 한다. 이를 통하여 학습자는 고가의 비용을 들이지 않고도 기존의 인터넷 환경에서 접근하여 가상의 로봇을 통하여 재미있고 흥미롭게 프로그래밍기법 및 알고리즘에 대해 쉽게 원리를 배울 수 있는 기회를 제공하고자 한다.

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A Study on the Possibility of a Robot as a New Learning Tool for Creativity (로봇이 새로운 창의성 학습도구로서의 가능성 탐색)

  • Moon, Wae-Shik
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.259-264
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    • 2010
  • This study examined a possibility of a new learning method using a robot to improve elementary school students' creativity and problem solving ability. It researched and analyzed school teachers' tendency about robot education and based on this it developed curriculum and teaching materials to teach and evaluate the education after school. According to the findings, a robot is found to have a possibility of a creative learning method.

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Virtual Lecture Contents for Assembling Educational Robots Using Multimedia (멀티미디어를 이용한 교육용 로봇 제작 원격 교육 콘텐츠)

  • Lim, Dong-Kyun;Yoon, Eun-Young;Oh, Won-Geun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.1
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    • pp.20-27
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    • 2007
  • In this paper, we presents virtual lecture contents to study educational robots assembling focused on the beginners with little or no background about electronics. Considering the target students, we developed 'virtual laboratory' using flash animation and the students can assemble the robots virtually with mouse and keyboard. Also, the contents includes lectures about some basic electronics theories. electronic devices, and the electronics tools for the beginners. With the features described above, this contents would be useful for the beginners and elementary school students who want to assembling their own robots.

Ava Lab Algorithm Education usi ng an Avatar Robot (아바타 로봇 이용한 알고리즘 교육 : AvaLab)

  • Park, Sun-Hwa;Kang, Ki-Jun;Seo, Y대ng-Geon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2009.01a
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    • pp.113-116
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    • 2009
  • 현재 우리의 7차 교육과정에서 교육의 보조 도구로써 교실에서 사용될 수 있는 것은 별로 많지 않다. 그래서 AvaLab은 이 시점에서 좋은 도구가 될 수 있다. AvaLab은 컴퓨터에 익숙하지 않은 학생을 위한 GUI 프로그래밍 도구이며, 현재의 교육 과정에서 필요로 하는 창의성을 키우기 위한 한 도구로써 교실에서 사용될 수 있다. 사용하려면, 먼저 학습자는 프로그래밍 아이디어를 생각하고, 아이콘 기반의 AvaLab을 통하여 프로그래밍한다. 프로그래밍 후에 학습자는 로봇의 결과를 생각하고 토론할 수 있다. 만약 그 결과가 정확화지 않다면, 로봇은 피드백을 보일 젓이다. 그러므로, AvaLab은 초보자를 위한 도구이며, 7차 교육과정에 적합한 도구이다. AvaLab의 특징 중 하나는 아이콘 기반의 흐름도 모델로 구성되어 있다는 것과 학습자는 입력과 출력 센스를 갖는 로봇을 이용해 실습할 수 있다는 것이다.

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Development of an online robot education community based on Web 2.0 (웹2.0 기반 온라인 로봇교육 커뮤니티의 개발)

  • Sung, Young-Hoon;Ha, Seok-Wun
    • Journal of The Korean Association of Information Education
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    • v.13 no.3
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    • pp.273-280
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    • 2009
  • The internet becomes a new communication tool in the knowledge and information society and the people are expanded at the place of information interchange and exchange of view. In recent robot education institutions provide their own official homepages to introduce the robot educational resources. But because they have restrictive searching the functions and providing general robot education resources and don't offer a place that teachers can express their thoughts and share common interests with other users, online community among teachers for robot education and users couldn't have built. In this paper, we propose an Online Robot Education Community(OREC) that teachers and users in different robot education institutions can interchange or share their technical information, learn robot techniques, participate in discussion of their experiences on work, share their common interests, and be provided updated latest news in real-time.

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