• Title/Summary/Keyword: 로봇활용교육

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Study on the Relationships between Data from Sensors and Basic Actions of Robots for Robot Programming Education (로봇 프로그래밍 교육을 위한 센서 데이터와 로봇 기본 동작의 관계에 관한 연구)

  • Jeong, Inkee
    • The Journal of Korean Association of Computer Education
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    • v.17 no.1
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    • pp.25-33
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    • 2014
  • Robot assisted programming education has been highlighted because it enhances the involvement of students. Robots are combined with mechanical and program elements. However, in after school Robotics classes, almost all is education for the mechanical elements of robots. On the other hand, education for robot programming is a starting stage. It is difficult for students to programming with sensors. Therefore, in this paper, I researched the relationships between elements from sensors to output devices. And I applied it to Robotics education. As a result, the students can understand robot because they studied the relationships between data from sensors and output devices. We proved it by the survey after the relationship education.

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Design a Programming Education Plan for SW Education Using Robot and Mobile Application Development Tool (SW 교육을 위한 로봇과 앱 개발 도구 활용 프로그래밍 교육 방안)

  • Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.615-624
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    • 2014
  • According to the rapid growth and popularization of the SMART device, the society is being changed greatly and importance of SW education is being emphasized. Also many student have a lot of interests about mobile application programming. The latest study suggests using the robots in the programming education may help to induce learners' interest and motivation, participation, achievement. So in this research, I designed a programming educational plan for SW education using robot and mobile application development tool(App Inventor) and applied them. And I conducted a survey four ares such as class, robot, App Inventor, robot and App Inventor. As a result, learner's response of interest and satisfaction was very positive commonly at four areas. In particular, learners could get programming result immediately using smart phone and could control the robot using smart phone, so learner's interest had increased especially. The conclusion is that suggested plan for SW education using robot and mobile application development tool is useful for programming education.

The Effect of STEM Integration Education Using Educational Robot on Academic Achievement and Subject Attitude (교육용 로봇을 활용한 STEM 통합교육이 학업성취, 교과태도에 미치는 효과)

  • Song, Jeong-Beom;Lee, Tae-Wuk
    • Journal of The Korean Association of Information Education
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    • v.15 no.1
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    • pp.11-22
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    • 2011
  • The purpose of the research is examine the effect of STEM integration education using educatinal robot on academic achievement and subject Attitude of mathematics and science. The participants were 73 students of two classes, sampled from 6th graders of an elementary school. They were divided into a control group who learned a traditional mathematics and sciences education based textbooks and an experimental group who learned STEM integration education using educational robot during 12 sessions. The results are summarized as follows : First, there is a significant difference in academic achievement between two groups. STEM integration education using educational robot based group accomplished higher achievement than textbook based instruction group. Especially, post test analyzes results on the three factors of academic achievement, knowledge, understanding and adaptation, indicate statistically meaningful difference between two groups in understanding and adaptation area except knowledge area. Second, it shows that it greatly affected a positive influence on experimental group's attitude toward subjects in affective area. So we can expect STEM integration education using educational robot to be an alternative for stimulating children's higher learning interest on mathematics and science subject.

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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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Impact of Robot Programming Education in Application of Web 2.0 on Improving Problem Solving Ability (웹 2.0을 활용한 로봇프로그래밍 교육이 문제해결력 신장에 미치는 영향)

  • Bae, Young-Kwon;Nam, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.468-475
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    • 2010
  • We survey the effects of robot programming education using web 2.0 on improving problem solving ability. For this, we constructed a robot programming education system using springnote based web 2.0 and taught computer gifted students of D region. Furthermore, we investigated about the problem solving ability when the robot programming education using web 2.0 is executed. In conclusion, the robot programming education using web 2.0 stimulate problem solving ability for learners.

The Effects of STEAM-based Storytelling Robotics Education on Learning Attitudes of Elementary School Girls (STEAM 기반 스토리텔링 로봇활용교육이 초등학교 여학생들의 학습태도에 미치는 영향)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.87-98
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    • 2015
  • Robotics education in elementary school, It is difficult for girls to continue the motivation and willingness to learn because of a negative attitude and low recognition against the machine. In this paper, we studied method to improve the learning attitude through STEAM-based robotics education utilizing storytelling and robot smart learning system for elementary school girls. The curriculum is composed of nine themes which are selected from famous classic fairy tales for girls and we developed robot smart learning system which allows girls to enjoy robot design&control, collaborative learning, and sharing their ideas by using smart-phone. As a t-test results of learning attitude, the two groups showed statistically significant difference, the experimental group was higher average than the control group in terms of learning attitude. The robot smart learning system is effective for collaborative learning activities and maintaining learning motivation of elementary school girls.

Robot-Assisted Learning using Educational Service Robots (교육 서비스 로봇을 활용한 로봇보조학습)

  • Han, Jeong-Hye;Jo, Mi-Heon
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.343-346
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    • 2010
  • 최근 지능형 교육서비스로봇을 이용한 교육적 효과가 입증되면서, 유치원에 상용화가 시작되었으며, 2010년에는 초등학교 방과후 학교 영어수업을 위한 기술 개발과 필드 적용 연구가 진행되어 로봇보조학습, 즉 서비스로봇에 의한 r-Learning 패러다임의 본격적인 도래를 예고하고 있다. 이에 본 연구에서는 교육용 로봇의 개념과 종류를 정의하고, 관련 연구 동향을 살펴보았다.

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Degree of autonomy for education robot (교육 보조 로봇의 자율성 지수)

  • Choi, Okkyung;Jung, Bowon;Gwak, Kwan-Woong;Moon, Seungbin
    • Journal of Internet Computing and Services
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    • v.17 no.3
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    • pp.67-73
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    • 2016
  • With the rapid development of mobile services and the prevalence of education robots, robots are being developed to become a part of our lives and they can be utilized to assist teachers in giving education or learning to students. This standard has been proposed to define the degree of autonomy for education robot. The autonomy is an ability to perform a given work based on current state and sensor value without human intervention. The degree of autonomy is a scale indicating the extent of autonomy and it is determined in between 1 and 10 by considering the level of work and human intervention. It has been adapted as per standard and education robots can be utilized in teaching the students autonomously. Education robots can be beneficial in education and it is expected to contribute in assisting the teacher's education.

A proposal for the roles of social robots introduced in educational environments (교육 환경 내 소셜 로봇의 도입과 역할 제안)

  • Shin, Ho-Sun;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.861-870
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    • 2017
  • In this paper, we propose the roles of social robots in educational environments. This proposal becomes an extension of R-learning. The purpose of social robots is the communication and interaction with human. Social robots have two roles. One is similar to the role of educational service robot and the other is communication role with people in education environments. We make an scenario to explain how to operate the roles of social robots using robot jibo SDK. The scenario was designed for mild interaction with the user in the educational environment. And it was made using jibo animation part to control the external reaction of jibo and behaviors part to control the internal reaction in jibo SDK. Social robots collect data effectively, based on grafting technologies and interaction with people in educational environments. Concludingly, various data collected by social robots contribute to solving problems, developing and establishing of educational environments.

Development of educational program for elementary school students using educational robot based on STEAM (STEAM 기반 교육용 로봇 활용 초등학생 대상 학습 프로그램 개발)

  • Kwon, Soon-Beom;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.221-224
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    • 2011
  • 본 논문에서는 최근 교육부에서 강조하고 있는 STEAM 교육을 기반으로 한 교육용 로봇 활용 초등학생 대상 학습 프로그램을 개발을 하고자 한다. STEAM 교육은 Science, Technology, Engineering, Art, Mathematics 다섯 교과를 융합적으로 가르치는 교육을 의미한다. 실생활과의 연계를 중요시하는 최근 교육의 경향을 볼 때, 한 가지 교과만으로는 실생활과의 연계를 설명할 수 없기 때문에 여러 교과를 같이 융합하여 가르쳐야 한다. 이와 관련하여 교육용 로봇을 활용하여 지도하는 방법을 모색하고자 한다. 구체물을 사용하여 조작하는 것은 초등학생의 인지발달단계와도 맞물려 있으므로 흥미있게 주제에 접근하는 좋은 방법이 될 것이다.

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