• Title/Summary/Keyword: Robot Education Program

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Development of PBL program for elementary school students using educational robot, pico-cricket (피코크리켓 교육용로봇을 활용한 초등학생 대상 PBL학습프로그램 개발)

  • Kim, Eun-Jung;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.229-232
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    • 2011
  • 초등학생들의 학습에서 학생들이 알고 있는 지식을 이용하여 Project를 해결해가면 그 과정에서 지식이 살아있게 되고 지식이 더 깊어질 것이다. 주입식으로 지식을 알아가기보다 스스로 과제를 해결해가면서 무엇을 알고 무엇을 모르는지 스스로 깨닫고 알아가는 학습이 필요하다. PBL학습은 프로젝트를 해결하기 위해 학생들이 자기주도적으로 이끌어가는 학습이다. Piaget의 인지발달이론에서 구체적조작기에 해당하는 초등학생시기에는 직접 만질 수 있는 학습도구인 교육용로봇이 효과가 있을 것이다. 이에 교육용로봇인 피코크리켓을 활용하여 PBL학습프로그램을 개발하였다.

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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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Development of Program Model for Enhancing Creativity through SRD Program (SRD Program을 통한 창의성 신장 프로그램 모형 개발)

  • Shin, Seung-Ki;Park, Phan-Woo;Bae, Young-Kwon
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.522-533
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    • 2012
  • In these days, most countries effort is to raise competitive people for increasing creativity. Korea also decided human character "Global Creative Person" and prepare for the future. Therefore many universities and laboratories suggest various educational model for increasing creativity. One of the educational model for increasing creativity is Computer Education. That is good at increasing creativity, especially programming education because it is a more effective education. Thus, this research suggests that program for increasing creativity through developing "SRD Program". SRD Program is for increasing creativity and it applies to Scratch Programming, Robot Programming, and Digital Kit. Furthermore, SRD Program is developed and is based on Bruner's Spiral curriculum. Therefore, this research suggests increasing diverse programs for enhancing creativity and there are expectation for raising "Global Creative Person" through SRD Program.

A Case Study on Preschool Children-Robot Pet Play Interaction: Pilot Study (학령전기 아동과 로봇애완동물의 놀이 상호작용 사례분석: 예비연구)

  • Lim, Nan-Young;Oh, Jin-Hwan;Kang, Hyun-Sook;Park, Young-Sook;Ahn, Dong-Hyun;Song, Jung-Hee
    • The Journal of Korean Academic Society of Nursing Education
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    • v.15 no.1
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    • pp.81-88
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    • 2009
  • Purpose: The purpose of this study was to identify the behavioral responses to a robot pet in pre-school children. Method: This activity for children was conducted for 5 days at a kindergarten and each session lasted 30 minutes. In order to measure children's temperament, Chun Heeyoung's Temperament Rating Scale was used. In addition, to investigate the behavioral responses to a robot pet, each session was videotaped. The videotape data was analyzed according to child-robot interaction. Result: On the average, subjects scored highest in emotionality and lowest in activity for the temperamental subscale. The videotape data revealed verbal, positive nonverbal, and negative nonverbal interaction. Conclusions: These results suggest that child-robot interaction reflects temperamental characteristics, therefore, to develop a nursing intervention program using a robot, it is necessary to consider individual differences and recreational factors to grab children's interest.

Development and Application of a Maker Education Program Using Virtual Reality Technology in Elementary Science Class: Focusing on the Unit of 'Animal Life' (초등 과학 수업에서 VR 기술을 활용한 메이커교육 프로그램의 개발과 적용 - '동물의 생활' 단원을 중심으로 -)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.42 no.3
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    • pp.399-408
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    • 2023
  • This study developed and applied a maker education program for an elementary school's science unit on 'Animal Life'. It examined the program's impact on students' academic achievement and creative problem-solving ability. The theme of the maker education program was 'creating a robot virtual reality (VR) exhibition hall mimicking animal characteristics'. It explored scientific concepts and creatively created a robot VR exhibition hall in accordance with the TMI maker education model. Findings revealed that the program significantly improved students' academic achievement and creative problem-solving ability (p<.05). This study provides evidence for the effectiveness of maker education in elementary school science classes and suggests that using maker education can increase students' interest in and engagement with science learning. To implement maker education more actively in elementary school science classes, stakeholders should develop various topics and programs. Additional research investigating the effectiveness of maker education in different age groups and various other areas of elementary science education is required to generalize the results of this study. Moreover, educational and teacher capacity building is required for educators to utilize maker education effectively.

Analysis on Problems of Special Ability Robot Education Program in Elementary School (초등특기적성 로봇교육과정의 문제점 분석)

  • Nam, Gil-Hyun;Lee, Jae-Ho
    • 한국정보교육학회:학술대회논문집
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    • 2006.08a
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    • pp.193-198
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    • 2006
  • 본 논문에서는 다가 올 로봇시대의 변화에 적응할 창의적 인재양성을 위해 기초 기본 교육인 초등교육에서 로봇교육을 운영해야 하며 체계적인 로봇교육과정을 마련하기 위해 인천지역 초등학교에서 시행 중인 특기적성 로봇교육과정을 분석하였다. 분석 결과, 특기적성 로봇교육과정의 가장 큰 문제점은 '로봇 구성요소'를 고려하지 않은 내용체계이며 그 밖의 문제점을 정리하였다.

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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.

EasyLab : An Avatar Robot for Algorithm Education (알고리즘 교육을 위한 아바타 로봇 : EasyLab)

  • Park Young-Mok;Kim Ho-Yong;Seo Yeong-Geon
    • Journal of Digital Contents Society
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    • v.5 no.1
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    • pp.35-40
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    • 2004
  • Today`s education is in the 7th education curriculum. But, there is nothing that can be used in the classroom as a tool for education supplement. Easylab is a GUI-programing tool for students who not good at using computers. EasyLab is used in the classroom as a kind of tool to give a rise to ingenuity and creation which need at present education curriculum. When use it, first, learners think of programming-ideas, then program through icon-based software-EasyLab. After programing, the leaner can see the result directly thorough the programing code which are delivered by EasyRobot. So, leaner can study and discuss with the robot`s result. If, the result is incorrect, the robot will do a feedback as a kind of rule. One of the EasyLab`s specific property is that consisted icon-based flow-chart model. And leaner can practice with the robot that have input and output sense.

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Design of SW Education Program Using Hamster Robot: Focused on the Gifted student in Elementary Schools (햄스터 로봇을 활용한 프로그래밍 교육 프로그램 설계 제안: 초등학교 영재학생의 학습지속의향을 중심으로)

  • Kim, Eun-Ji;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.421-422
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    • 2019
  • 본 연구에서는 초등학교 영재학생의 학습지속의향을 향상시키기 위하여 로봇과 학습지속의향에 관한 관련 이론을 탐색하고, 햄스터 로봇을 활용한 프로그래밍 교육 프로그램을 설계하여 제안한다.

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Learning Method using RDS for Creative Problem Solving (RDS를 이용한 창의적 문제해결 학습방법)

  • Hong, Seong-Yong
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.11
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    • pp.1126-1130
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    • 2010
  • Research on intelligent robot is in active progress as the next generation IT education area. Since intelligent robots are closely related to the real human world, they should provide human behaviors or judging ability as their functions. For this reason, research is recently done not only on diverse hardware of robot education but also on service component architecture which includes various functions. In this paper we propose a study on learning to creative solve problems using RDS(Robotics Developer Studio). RDS is a software tool to control or program intelligence robot as a software module. Using service component framework which considers standardization of the integrated development of intelligent robot, we expect to provide 3-dimensional visual simulation environment, and save time and costs in education the environment for the intelligence robot experiment.