• Title/Summary/Keyword: Arduino programming

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Development of an Easy-assemble Arduino Car Kit for Practice (쉽게 조립 가능한 실습용 아두이노 자동차 키트 개발 사례)

  • Lee, Eun-Sang
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.31-37
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    • 2022
  • The objective of this study was to present an example of the development of an Arduino car kit for practice. First, problems in the existing Arduino car kit were analyzed and various prototypes were developed that reflected the improvement plan. The developed kit was applied to the education field to identify problems and improvements, following which it was corrected and supplemented for use as an Arduino car kit for final practice. The Arduino car kit can be used for various experiments and practices related to an Arduino car by using a combination of two car bodies consisting of an upper plate and a lower plate. When a method to couple the upper and lower plates was used, the car body could be easily and quickly configured without the need for bolts or nuts. The developed kit involves a simple and easy assembly method, and hence, the time required for assembling a car body is considerably short. Accordingly, it is expected to be widely used as a kit that can directly experience programming education using a car.

Social perception of the Arduino lecture as seen in big data (빅데이터 분석을 통한 아두이노 강의에 대한 사회적 인식)

  • Lee, Eunsang
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.935-945
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    • 2021
  • The purpose of this study is to analyze the social perception of Arduino lecture using big data analysis method. For this purpose, data from January 2012 to May 2021 were collected using the Textom website as a keyword searched for 'arduino + lecture' in blogs, cafes, and news channels of NAVER website. The collected data was refined using the Textom website, and text mining analysis and semantic network analysis were performed by opening the Textom website, Ucinet 6, and Netdraw programs. As a result of text mining analysis such as frequency analysis, TF-IDF analysis, and degree centrality it was confirmed that 'education' and 'coding' were the top keywords. As a result of CONCOR analysis for semantic network analysis, four clusters can be identified: 'Arduino-related education', 'Physical computing-related lecture', 'Arduino special lecture', and 'GUI programming'. Through this study, it was possible to confirm various meaningful social perceptions of the general public in relation to Arduino lecture on the Internet. The results of this study will be used as data that provides meaningful implications for instructors preparing for Arduino lectures, researchers studying the subject, and policy makers who establish software education or coding education and related policies.

Development and Evaluation of a STEAM Curriculum Utilizing Arduino (아두이노를 활용한 STEAM 커리큘럼 설계, 적용 및 효과 분석)

  • Shim, KyuHeon;Lee, Sangwook;Suh, Taeweon
    • The Journal of Korean Association of Computer Education
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    • v.17 no.4
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    • pp.23-32
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    • 2014
  • The nature of complex modern society inevitably creates intricate problems that can be solved by the computational and logical reasoning. The programming education in Informatics can effectively raise the ability of computational thinking. The paper proposes and evaluates a STEAM curriculum that can draw the interest and attention of students. The curriculum educates the multi-disciplinary knowledge from science, music and informatics, and it was designed to have group discussions with self-directed study. The experiments were performed with $4^{th}{\sim}6^{th}$ grade gifted students in Informatics from elementary schools. The Arduino was used as the experiment environment. The experiment results reveal that the interests in Informatics and programming have been escalated after the STEAM class; 75% of students expressed the surge of interest in computers and 93% of students responded positively to the Arduino-based class. The effectiveness of the experiment outcomes was validated with t-test.

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Implementation of an Arduino Compatible Modular Kit for Educational Purpose (모듈 기반 교육용 아두이노 호환 키트 제작)

  • Heo, Gyeongyong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.5
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    • pp.547-554
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    • 2019
  • With the curriculum revision in 2015, informatics for secondary high schools was designated as mandatory. As a result, there is an increasing interest in programming in elementary and junior high schools as well as in universities. Arduino is one of the famous tools for programming education, and the usefulness of it has been proven through various case studies. However, existing Arduino-based kits have hardware-dependent drawbacks such as complicated wiring, poor scalability, etc. To overcome these problems, we proposed a kit design, which has a module-based structure, can be extended through one common interface, and can be used for learning at various levels. In this paper, we describe the implementation details of FRUTO kit and a software to use it, which satisfies the proposed design criteria. FRUTO kit has been determined in its current form through several design changes, and is under pre-test before launching.

Education Method for Basic Programming Subject through Physical Computing (피지컬 컴퓨팅을 통한 기초 프로그래밍 교육 방법)

  • Hur, Kyeong;Sohn, Won-Sung
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.139-148
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    • 2017
  • As the connection between objects and computers becomes easier, learning using physical computing is presented as a good alternative to solve the problems raised in programming education for beginners. In this paper, we propose a training method that can be applied to basic programming courses for beginners. To do this, we will proceed with a basic programming lecture based on the physical computing method. Currently, physical computing courses focus on various input sensor connection methods and output device control. However, the content of programming education using physical computing materials is lacking. In this paper, we proposed and tested a teaching method that is used in programming education by using low cost materials used in physical computing.

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.

Design and Implementation of a Home Network System on OpenWrt using Android Remote Control (OpenWrt와 Android 연동 원격 홈 네트워크 제어 시스템 설계 및 구현)

  • Kim, Cheong Ghil
    • Journal of Satellite, Information and Communications
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    • v.7 no.3
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    • pp.130-134
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    • 2012
  • This paper introduces a home network service system using a low-cost wireless router on OpenWrt which can be remotely controled by Android devices. The proposed system consists of an embedded system development platform for home network service control based on OpemWrt embedded Linux, an embedded system development platform, a remote control on Android, and a home linghting device made by an interface board with LEDs. The prototype system is made of a wireless router of Buffalo, WZR-HP-G450H, Arduino Uno interface board with LEDs, and an Android development kit of HBE-SM5-S421. The operation was performed by TCP/IP programming for Android remote control, socket programming between Android development kit and wireless router, and UART communication programming between the interface board and wireless router. The implementation result shows that a low cost home network systme could be implemented with a wireless router.

UniPy: A Unified Programming Language for MGC-based IoT Systems

  • Kim, Gayoung;Choi, Kwanghoon;Chang, Byeong-Mo
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.3
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    • pp.77-86
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    • 2019
  • The advent of Internet of Things (IoT) makes common nowadays computing environments involving programming not a single computer but several heterogeneous distributed computers together. Developing programs separately, one for each computer, increases programmer burden and testing all the programs become more complex. To address the challenge, this paper proposes an RPC-based unified programming language, UniPy, for development of MGC (eMbedded, Gateway, and Cloud) applications in IoT systems configured with popular computers such as Arduino, Raspberry Pi, and Web-based DB server. UniPy offers programmers a view of classes as locations and a very simple form of remote procedure call mechanism. Our UniPy compiler automatically splits a UniPy program into small pieces of the program at different locations supporting the necessary RPC mechanism. An advantage of UniPy programs is to permit programmers to write local codes the same as for a single computer requiring no extra knowledge due to having unified programming models, which is very different from the existing research works such as Fabryq and Ravel. Also, the structure of UniPy programs allows programmers to test them by directly executing them before splitting, which is a feature that has never been emphasized yet.

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 Underwater Drone for Coding Education and Enterainment (코딩교육 및 엔터테이먼트용 수중드론 개발)

  • Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.1
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    • pp.237-244
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    • 2018
  • This paper has developed a three-dimensional movement of the underwater drones using Scratch program to facilitate the basic structure and programming of the computer's basic structure and programming. Through the underwater drones of this study, the user can foster computing thinking power that creatively solves various problems.