• Title/Summary/Keyword: 로봇프로그래밍교육

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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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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.

C Programming Lab Using Educational Robot Software (교육용 로봇 소프트웨어를 활용한 C 프로그래밍 실습)

  • Park, Sangsoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1643-1645
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    • 2013
  • 기호, 키워드 및 문법을 기반으로 하는 C 프로그래밍 언어는 처음 접하는 컴퓨터 전공 및 비전공 학생들이 개념을 이해하는데 어려움을 겪는 경우가 많다. 최근 다양한 교육용 로봇이 보급되면서 보다 손쉽게 프로그래밍을 습득할 수 있는 그래픽 기반의 프로그래밍 방식이 제안되고 있다. 본 논문에서는 이러한 그래픽 기반의 프로그래밍 방식을 C 프로그래밍 실습에 활용하는 방법을 기술하고 그 효용성에 대해 분석한다.

Development and Application of Programming Education Program of Robot for Improvement of Elementary School Girls' Creativity (초등학교 여학생의 창의성 신장을 위한 로봇 활용 프로그래밍 교육 프로그램 개발 및 적용)

  • Kim, Yongmin;Kim, Taehun;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.31-44
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    • 2015
  • In general, female students are revealed through a number of studies so far by low interested in programming education. In this study, we presented a robot programming education program in the process of programming education for creativity kidney of elementary school girls. By analyzing the information gifted class 5, 6 grade robot curriculum, and selected a topic, which was take advantage of the Arduino and EV3, it has developed a robot programming education program. The selected information gifted class 5, 6 grade girls for analyzing the educational effect of education program that has been developed as an experimental population was charged with the developed program and analyzing the results of the pre- and post-test. The results of the analysis, education program that was developed in this study it was found that help in creativity kidney of elementary school girls.

An Analysis of the Difference of Perception on IT Convergence Learning after the Smart Device based Robot Programming Education According to Elementary Gifted Students' Level (스마트 기기 기반의 로봇 프로그래밍 교육 이후 초등 영재들의 수준에 따른 IT 융합 학습에 대한 인식 차이 분석)

  • Yoon, Il-Kyu;Jang, Yun-Jae;Jeong, Soon-Young;Lee, Won-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.5
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    • pp.161-169
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    • 2015
  • In this paper, we propose an smart device based robot programming education program and analyzing students' perceptions such as satisfaction, Expectancy-Value of IT convergence learning after the robot education program according to elementary gifted students' level. Smart device based robot programming education program designed based on schematic of the convergence suggested by WTEC and consist of creative phase, integration/fusion phase, innovation phase, outcome phase for learning practical process of the IT convergence. We are conducting a smart device based robot programming education class to consist of 126 gifted students and analysing the difference of perception. According to analysis of the result, core and advanced students' perception on satisfaction score shows also high. However, advanced level students' satisfaction score shows higher than core students' satisfaction score. Also, advanced level students' expectancy-value score on IT convergence learning shows higher than core students' score.

A study of Robot Programming Curriculum based on Storytelling (스토리텔링 기반 로봇 프로그래밍 교육과정 연구)

  • Lee, Jae-Inn;Sung, Young-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.15-22
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    • 2011
  • Most of the robot programming curriculums consists mainly of understanding robot programming language and learning a simple grammatical sentences rather than logical problem solving process, these curriculums impose a burden on childrens' learning. Storytelling offers opportunities for continuation of childrens' positive learning motivation to practice symbolic manipulations, hold multiple abstract concepts in their heads, and create meaning between these ideas. In this paper, to overcome the difficulty of robot programming curriculum in elementary school and find teaching method which derives the childrens' motivation, we used storytelling in study of our robot programming curriculum.

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Design and Implementation of Educational Robot for Programming Learning (프로그래밍 학습을 위한 교육용 로봇 설계 및 구현)

  • Moon, Chae-Young;Ryoo, Kwang-Ki
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.6
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    • pp.2497-2503
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    • 2012
  • In this study an educational robot for programming education was designed and implemented. The robot in this study is composed of hardware containing a sensor, a processor, and a motor driver circuit, software to control the educational robot, machine parts to manufacture the robot structure, and a teaching material containing educational contents and the manufacturing manual. This robot is characterized by direct programming without a computer, which gives no spatial restrictions on robot education and enables dynamic program education beyond limitations of the existing static computer program education since students' programming results are found in the robot's movements. User-centered functional commands, which make it possible to control the robot with simple knowledge concerning hardware and basic commands, were used to enable even students who first accessed a robot or computer program to make access with ease.

An Effect of Storytelling-based Robot Programming Class (스토리텔링을 활용한 로봇 프로그래밍 수업의 효과)

  • Park, Jung-Ho;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.211-222
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    • 2012
  • 21C future learners are required to have creative thinking and problem-solving capability to address an issue wisely by integrating and applying knowledge and functions. The robot education that has recently been studied in primary and secondary schools was reported to be effective in satisfying the requirements. The robot education varies ranging from the existing after-school education to an integrated approach used for regular curriculums, and has actively been studied. Nevertheless, aside from positive study results, any studies on the environment where primary school students can learn robot and programming knowledge more friendly is still insufficient. Therefore, this study was intended to give students a robot class with the use of storytelling friendly to students in order for primary school students to learn robot and programming knowledge with ease. The study result showed that acquirement of programming knowledge was improved, and that the students had a positive learning attitude. In addition, it was found that the storytelling of the robot class helped provide the entire learning context and continuous learning motivation for the students.

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The Design of a Programming Learning Model with the Use of the Mndstorms NXT (Mindstorms NXT를 이용한 프로그래밍 학습모형 설계)

  • Moon, Wae-Shik
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.23-28
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    • 2011
  • It is possible to solve many structural problems such as the occurrence of a lot of errors involving misspelling which may occur during the learning of existing programming language, difficulty in grammatical expression and understanding, and difficulty in the expression of algorithm if the program learning tool of the department of computer education in a college of education is utilized as an educational robot. This study developed a learning model (curriculum and a textbook) so that students who major in computer education may easily learn programming by using the NXT software of a Mindstorms robot.

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An Integrated C Programming Environment for Novices Based on Visuals (프로그래밍 초보자를 위한 비주얼 기반의 C 프로그래밍 통합 환경)

  • Kim, Haeng-Im;Park, Eun-Kyoung;Kim, Hyun-Ju;Bae, Jong-Min
    • The Journal of Korean Association of Computer Education
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    • v.16 no.6
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    • pp.111-120
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    • 2013
  • Programming novices have various difficulties when they learn C language for the first time. Novices have a large burden for understanding of a C language grammar, and have a tendency to focus on the grammar rather than problem solving. Moreover, it requires programming domains to arouse student's interest for software development. This paper presents a programming environment for C languages education focusing on a problem solving. To this end, this paper defines Tiny-VPL that is a simple visual programming language for NXT robot programming and presents robot programming environment using Tiny-VPL. This paper also presents an environment for NXT robot programming using Mini-C language which is a subset of C language. For the purpose of helping to understand the C syntax and semantics, the visual and interactive conversion system of Tiny-VPL to Mini-C is provided. Our programming environment can arouse student's interest through robot programming and can be used effectively for C language education focusing on problem solving with graphical and interactive conversion of the visual language Tiny-VPL to the textual language Mini-C.

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