• Title/Summary/Keyword: 아두이노 프로그래밍

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The Effect of Physical Computing Education to Improve the Convergence Capability of Secondary Mathematics-Science Gifted Students (중등 수학과학 영재를 위한 피지컬컴퓨팅 교육이 융합적 역량 향상에 미치는 영향)

  • Kim, Jihyun;Kim, Taeyoung
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.87-98
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    • 2016
  • Our study is composed of Arduino robot assembly, board connecting and collaborative programming learning, and it is to evaluate their effect on improving secondary mathematics-science gifted students' convergence capability. Research results show that interpersonal skills, information-scientific creativity and integrative thinking disposition are improved. Further, by analyzing the relationship between the sub-elements of each thinking element, persistence and imagination for solving problems, interest of scientific information, openness, sense of adventure, a logical attitude, communication, productive skepticism and so on are extracted as important factors in convergence learning. Thus, as the result of our study, we know that gifted students conducted various thinking activities in their learning process to solve the problem, and it can be seen that convergence competencies are also improved significantly.

Design and Development of Moving Roulette System for Role Sharing (역할 분담을 위한 이동식 룰렛 시스템 설계 및 개발)

  • Park, Seongjin;Jang, Junewoo;Ko, Hyeon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.2-4
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    • 2018
  • Most people cause disputes not to do things they do not want to do. Therefore, in this study, the mobile roulette system was studied to make role sharing easy and fun. The role sharing method is to rotate the roulette through the mobile application installed on the smartphone and throw the dart to check the result with the mobile application. Through this study, it is possible to set the role sharing that most people do not like to be as fun as the game, and the conflict due to the role sharing between family members can be reduced. It is also expected that it will contribute to leisure activities, not just unconditional roles.

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Improvement of Electronic Door Lock Function for Fire Preparation (화재 대비를 위한 전자 도어록 기능의 개선 방안)

  • Song, Woorim
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.9-11
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    • 2018
  • Recently, door locks have become popular. However, it is often more difficult to recognize the vulnerability of the door lock than to recognize it as more convenient and secure than a mechanical key. Therefore, in this study, the function of the door lock was improved and the weak points were reinforced. Door lock is vulnerable to heat when a fire occurs, so that the door may not open. Therefore, the door is automatically opened when the internal temperature of the fire site exceeds a predetermined temperature by attaching a heat sensor. In the room, the door was automatically opened without having to press the password. Through the proposed function, it can be expected to prevent the casualties in case of fire.

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Effects of Physical Computing Education Using App Inventor and Arduino on Industrial High School Students' Creative and Integrative Thinking (앱 인벤터와 아두이노를 이용한 피지컬 컴퓨팅 교육이 공업계 고등학생의 창의·융합적 사고에 미치는 영향)

  • Choi, Sook-Young;Kim, Semin
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.45-54
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    • 2016
  • The purpose of this study is to investigate the effects of Android application programming education to control Arduino using App Inventor on industrial high school students' creative and integrative thinking ability. We developed an instructional content based on integrative learning and creative problem-solving model and taught a class on it. The result of this study showed that there was a significant improvement in divergent thinking and motivation items among the sub elements of creative problem solving. In addition, students' survey on the integrated thinking has shown that many students think that they could design an IoT system applied to everyday life based on the knowledge they have learned in this class. Therefore, it can be confirmed that physical computing education using App Inventor and Arduino has a positive effect on students' creative and integrative thinking ability.

Development of Control Board for Coding Education and Convergence Contents based on 3D Printing (코딩 교육용 제어 보드와 3D 프린팅 융복합 콘텐츠 개발)

  • Youm, Sung-Kwan;Kim, Young-Sang
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.1-8
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    • 2018
  • It is a key role in leading and activating coding education as a process to solve problems creatively to produce and provide the educational contents on the basis of 3D printing. In this paper, we develop a variety of fusion contents to use 3D printing and 8bit MCU base control board which provides specific functions through Arduino. The developed control program conducts various packet monitoring more than ten times per a second, supporting intrinsically full duplex. In addition, communication protocol optimized in conveying a lot of information enables to control different contents. The contents produced with the control board and 3D printing are useful as a programming education tool to train the principle and the concept of coding.

A Study on Object Design Based on the Interaction of New Media Art (뉴미디어 아트의 상호작용성을 기반한 오브제 디자인 연구)

  • Choi, Jung-Hwa;Lee, Myung-Ah
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.407-417
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    • 2020
  • Modern art is undergoing drastic changes due to the development of digital media. In a digital media-based environment, writers are producing new works that share artistic values and experiences with audiences. In this study, it is the production of a work on interactivity that combines cutting-edge digital technology with objects. When a viewer touches an object, an LED screen connected to the object is completed. Prior to the production of the work, for theoretical consideration, the research was focused on academic paper materials, professional books at home and abroad, and internet analysis. The production of the work used Arduino and presented production circuits and programming sources for the artists to apply to the production of the work. This study is meaningful in presenting new values and possibilities in the expression of objet works.

Development of Sensor and Block expandable Teaching-Aids-robot (센서 및 블록 확장 가능한 교구용 보조 로봇 개발)

  • Sim, Hyun;Lee, Hyeong-Ok
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.2
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    • pp.345-352
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    • 2017
  • In this paper, we design and implement an educational robot system that can use scratch education with the function of user demanding to perform robot education in actual school site in an embedded environment. It is developed to enable physical education for sensing information processing, software design and programming practice training that is the basis of robotic system. The development environment of the system is Arduino Uno based product using Atmega 328 core, debugging environment based on Arduino Sketch, firmware development language using C language, OS using Windows, Linux, Mac OS X. The system operation process receives the control command of the server using the Bluetooth communication, and drives various sensors of the educational robot. The curriculum includes Scratch program and Bluetooth communication, which enables real-time scratch training. It also provides smartphone apps and is designed to enable education like C and Python through expansion. Teachers at the school site used the developed products and presented performance processing results satisfying the missionary needs of the missionaries.

Outdoor Smart Follow Cart using Bluetooth Function of Smartphone (스마트폰의 Bluetooth 기능을 활용한 실외용 스마트 팔로우 카트)

  • Kim, Ji-Hoon;Kim, Young-Bin;Choi, Seong-Rak;Han, Young-Oh
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.5
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    • pp.959-968
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    • 2022
  • In this paper, we intend to develop a cart with the convenience of moving objects or items that are difficult to hold by the hand of the disabled and the elderly from outdoor activities to a moving location. Using GPS module, DC motor, Bluetooth module, magnetometer sensor, and Blynk application, the smart follow cart was programmed to accurately know the owner's location while following the cart. The values of latitude and longitude of the magnetometer sensor are set so that the correct leverage value can be obtained in the lead for fine adjustment of the start and stop angles so that the user's position can be freely detected. The above motor driver L298n was connected to the motor to drive the DC motor at a fine angle. A smart follow cart was implemented that receives location signals according to the direction of the owner by turning on/off the mobile phone app as a switching role by connecting the GPS through Bluetooth wireless communication using a smartphone.

A study on the Development of Fusion Education Attempting to Utilize 3D Printing for the Fabrication and Control of Robot Arms (3D 프린터를 활용한 로봇 팔의 제작과 제어를 위해 시도한 융합 교육의 발전 방안 연구)

  • Eum-young Chang;Hyung-jin Yu
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.121-128
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    • 2024
  • This study introduces specializer high school students , as a fusion education method using Inventor software to design a robot arm, which is then 3D printed and controlled by an Arduino microcontroller. Students gain practical experience and have the opportunity to integrate knowledge and skills from various academic fields. They start by designing in CAD software, proceed to fabricate actual robot arm components using 3D printing technology, and finally program and control the assembled robot arm. This interdisciplinary education enhances students' problem-solving abilities, fosters creativity, and increases their motivation to learn. To implement such educational endeavors in actual curricula, ongoing teacher support and appropriate resources are essential. This research serves as a foundational exploration of the applicability of fusion education in future learning contexts.

Development and Application of a Turtle Ship Model Based on Physical Computing Platform for Students of Industrial Specialized High School (공업계 특성화고 학생을 위한 피지컬 컴퓨팅 플랫폼 기반의 모형 거북선 개발 및 적용)

  • Kim, Won-Woong;Choi, Jun-Seop
    • 대한공업교육학회지
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    • v.41 no.2
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    • pp.89-118
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    • 2016
  • In this study, the model of Turtle Ship, which is evaluated as one of the world's first ironclad ship in battle as well as the traditional scientific and technological heritage in Korea, was combined with the Physical Computing Platform(Arduino and App Inventor) that enables students to learn the basic concepts of IT in an easy and fun way. Thus, this study contrived the Physical Computing Platform-based Turtle Ship model which will make the students of Industrial Specialized High School develop the technological literacy and humanities-based knowledge through flexible education out of stereotype and single subject as well as enhance the potential of creative convergence education. The following is a summary of the main results obtained through this study: First, Arduino-based Main-controller design and making is helpful to learn of the hardware and software knowledge about EEC(Electron Electronics Control) and to confirm the basic characteristics and performance of interaction of Arduino and actuators. Second, The fundamental Instructional environments of abilities such as implementing EEC systems, thinking logically, and problem-solving skills were provided by designing of pattern diagram, designing an actuator circuit and making, the creation of sketches as technical programming and developing of mobile app. Thirdly, This is physical computing platform based Turtle ship model that will enable students to bring up their technological literacy and interest in the cultural heritage.