• Title/Summary/Keyword: Robot Education Program

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Design of Art Based STEAM Education Program with EPL (EPL을 활용한 예술교과 중심의 STEAM 교육 프로그램 설계)

  • Jeon, SeongKyun;Lee, YoungJun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.215-217
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    • 2013
  • 21세기 지식 정보 사회에서는 다양한 학문 분야의 영역을 넘나드는 융합적이고 창의적인 사고를 하는 통섭적인 인재가 필요하다. 이에 우리나라에서는 STEAM 교육을 강화하고 있는 추세이고 관련된 연구도 활발히 이루어지고 있다. 그러나 대부분 과학중심의 STEAM 교육이 이루어지고 있는 실정이다. 예술을 통해 얻는 교육적 가치를 고려해 볼 때 STEAM 교육에서 예술을 보조적 수단으로 여기는 경향은 개선되어야 한다고 생각한다. 이에 본 연구에서는 스크래치와 로봇을 활용한 예술 교과 중심의 STEAM 교육 프로그램을 설계하고자 한다.

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Development of educational program based on STEAM using Picocricket (피코크리켓을 활용한 STEAM 기반 학습 프로그램 개발)

  • Kim, Myung-Jung;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.123-126
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    • 2015
  • 본 논문에서는 지식융합시대에 발맞춰 피코크리켓을 활용한 STEAM 기반 학습 프로그램을 개발하고자 한다. STEAM 교육은 Science, Technology, Engineering, Arts, Mathematics 다섯 가지의 학문을 융합적으로 가르치는 교육을 의미한다. 이는 빠르게 변화하고 있는 사회에 적응하고 실생활 문제해결 및 창의적인 사고력을 배양하기 위해서 여러 교과를 같이 융합하여 가르쳐야 한다. 이를 위해 다양한 교육용 로봇을 활용해 STEAM 교육이 진행되고 있으며 이번 연구에서는 피코크리켓을 활용한 학습프로그램을 개발하고자 한다. 피코크리켓은 통합적인 문제상황을 해결하는 과제를 제시하고 해결하는데 유용한 교육용로봇이며 학습프로그램에 효과적으로 활용될 것이다.

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The Effects of Robot Play linked to Environmental Picture Books on the Environmentally Friendly Attitudes of 5-Year-Old Children (환경그림책 연계 로봇 놀이가 만 5세 유아의 환경친화적 태도에 미치는 영향)

  • Choi Eun Na;An ji Su;Nam Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.133-139
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    • 2024
  • The purpose of this study was to investigate the effects of robot play linked to environmental picture books on the Environmentally Friendly attitudes of 5-year-old children. For this purpose, 24 5-year-old children from Seoul Y Kindergarten and 20 5-year-old children from E Kindergarten were selected as comparison subjects. In order to examine the differences between the groups, the experimental group performed 'Robot Play Linked to Environmental Picture Books' and the comparative group performed 'Free Play After Appreciating Environmental Picture Books'. The collected data were analyzed through independent sample t-test, which compares the average between the two groups using SPSS 29.0 statistical program. As a result of the study, there was a significant difference in all sub-areas of children's environment-friendly attitude(nature-friendly attitude, environmental preservation attitude), and these findings are meaningful as a basis for the direction of new environmental education of play-centered early childhood environmental education based on the value of new play media support called robot.

Development of Convergence Study Program for Community Child Welfare Center linked Green Growth Using Pico-Cricket (피코크리켓을 활용한 지역아동센터의 녹색성장연계 융합프로그램의 개발)

  • Hur, Jung-Ho;Nam, Dong-Soo;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.11
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    • pp.83-90
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    • 2010
  • In this paper, we developed the program related green growth based Educational-Robot in the framework of Convergence for the community child welfare centers' children who are in poverty and broken homes as the way to enhance the competitiveness about education and a solution to cope with actively about the main tasks of the state for human resources in the future. Through the program developed, it has been verified the impact on the energy saving attitude. According to this result, it has been proved that convergence study program linked green growth for children of community welfare child center is effective to energy saving attitude. Through it, it is expected to help to meet the educational needs of the community child welfare centers' children.

Education of Algorithms Using the RAPTOR Programming Educational Tool (RAPTOR 프로그래밍 교육도구를 이용한 알고리즘 교육)

  • KIM, SungYul;LEE, JongYun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.6
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    • pp.23-31
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    • 2015
  • The main aim in software education is to improve problem-solving ability based on computational thinking with the healthy information ethics. For this purpose, many institutions have attempted various educational programs such as Educational Programming Language, Physical Computing, and Robot education. However, it is possible to obscure the essence of computer education for computational thinking if the computer education focuses on using certain special education programming language and products. Therefore, this paper suggests a method of algorithm education using RAPTOR which is a visual programming development environment and is based on flowcharts. In order to verify the effectiveness of the algorithms education using the RAPTOR, 16 high-school students were applied to an educational program for twelve hours on five steps and then we obtained positive results.

Query-based Visual Attention Algorithm for Object Recognition of A Mobile Robot (이동로봇의 물체인식을 위한 질의 기반 시각 집중 알고리즘)

  • Ryu, Gwang-Geun;Lee, Sang-Hoon;Suh, Il-Hong
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.44 no.1
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    • pp.50-58
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    • 2007
  • In this paper, we propose a query-based visual attention algorithm for effective object finding of a vision-based mobile robot. This algorithm is developed by extending conventional bottom-up visual attention algorithms. In our proposed algorithm various conspicuity maps are merged to make a saliency map, where weighting values are determined by query-dependent object properties. The saliency map is then used to find possible attentive location of queried object. To show the validities of our proposed algorithm, several objects are employed to compare performances of our proposed algorithm with those of conventional bottom-up approaches. Here, as one of exemplar query-dependent object property, color property is used.

History and Future of the Korean Medical Education System (우리나라 의사양성체제의 역사와 미래)

  • Ahn, Duck-Sun;Han, Hee-Jin
    • Korean Medical Education Review
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    • v.20 no.2
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    • pp.65-71
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    • 2018
  • Western medicine was first introduced to Korea by Christian missionaries and then by the Japanese in the late 19th century without its historical, philosophical, cultural, social, political, and economic values being communicated. Specifically, during the Japanese colonial era, only ideologically 'degenerated' medicine was taught to Koreans and the main orthodox stream of medicine was inaccessible. Hence, Korean medical education not only focuses on basic and clinical medicine, but also inherited hierarchical discrimination and structural violence. After Korea's liberation from Japan and the Korean war, the Korean medical education system was predominantly influenced by Americans and the Western medical education system was adopted by Korea beginning in the 1980s. During this time, ethical problems arose in Korean medical society and highlighted a need for medical humanities education to address them. For Korean medical students who are notably lacking humanistic and social culture, medical humanities education should be emphasized in the curriculum. In the Fourth Industrial Revolution, human physicians may only be distinguishable from robot physicians by ethical consciousness; consequentially, the Korean government should invest more of its public funds to develop and establish a medical humanities program in medical colleges. Such an improved medical education system in Korea is expected to foster talented physicians who are also respectable people.

Establishment Plan on Personalized Training Model for Fostering AI Integrated Human Resource: Focusing on the Ministry of Employment and Labor's STEP as a Public Education and Training Platform (AI 융합형 인재양성을 위한 학습자 맞춤형 훈련프로그램 모델 수립 방안: 고용노동부의 STEP을 중심으로)

  • Rim, Kyung-Hwa;Shin, Jung-min;Lee, Doo-wan
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.339-351
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    • 2020
  • In response to changes in Fourth Industrial Revolution in recent years, the field of education has focused on development of the human resources in the areas of artificial intelligence (AI: Artificial Intelligence) and industrial robot. Due to particular interest in these areas, the importance of developing integrated human resources equipped with artificial intelligence technology is emphasized in higher education and vocational competence development. In regards to rapid changing environment, this study created a program "Fostering personalized AI integrated human resource" and established an operational model correspond to latest personalized education trend. The established operational model was conducted twice using Delphi survey with experts in AI and innovative education in order to verify the suitability of program's basic structure, training process, and the sub-components of the operational strategy. The final training model was applied to the online vocational training platform (STEP) and a plan was proposed to establish a personalized training model to foster an AI integrated competent individual.

Development of a Holistic Measure of Learning Effects in Robotics Program: Connecting Sociocultural Context and Computational Thinking (로봇활용교육의 효과성 검증을 위한 평가도구 개발 : 사회·문화적 맥락 및 컴퓨팅 사고 연계)

  • Choi, Hyungshin
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.541-548
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    • 2014
  • The goal of this study is to suggest evaluation tools to assess computational thinking(CT) skills in primary robot-based programs. In addition, the researcher has expanded its evaluation approaches to include interpersonal competencies from the socio-cultural perspectives, not just focusing on intrapersonal competencies. In order to pursue the research goal, one-semester robots programs for the fifth graders were designed, and evaluation tools including a learners' CT competencies survey and a learning process monitoring rubric were developed. The results of this study are meaningful because it has expanded the evaluation approaches to connect to the concepts of CT and to include interpersonal aspects from the socio-cultural perspectives.

Art based STEAM Education Program using EPL (EPL을 활용한 예술 중심의 STEAM 교육 프로그램)

  • Jeon, SeongKyun;Lee, YoungJun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.149-158
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    • 2014
  • The rapidly changing 21st-century knowledge and information society is emphasizing converged education that crosses various academic fields. In particular, the society expected the cultivation of the talent who balance scientific creativity and artistic sensitivity by adding arts to the existing converged education revolving around science and technology. However, at present, most STEAM education has been actively conducted with a focus on science and technology, whereas the subject of arts has been regarded or utilized as a supplementary means. Its problem is that the educational characteristics and values of art education have not been effectively utilized in educational terms and this could lead to superficial integrated education. In this respect, this study had the knowledge of various fields, such as science, technology, and mathematics, utilized usefully during the process of experiencing and creating arts. Accordingly, this study designed an education programs as with the case of Nam-Jun Baek who expanded the dominion of arts by creatively utilizing his own time's scientific technologies. In this educational process, the target program was developed in a manner that enables EPL to be utilized essentially as the study's knowledge-based tool and medium. The results of applying this educational program in 5th-grade elementary school students showed that the program has positive effects on the creative attributes of the students.