• Title/Summary/Keyword: Robot Education Program

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A Smart r-Learning teaching model developed using classroom SNS and Smartphone (학급 SNS와 스마트폰을 활용한 Smart r-Learning 교수학습 모형 개발 및 적용)

  • Lee, Jae Inn;Yoo, Seoung Han
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.33-42
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    • 2013
  • Various methods of Smart education were tested on students in Elementary and Middle schools, as Smart learning expands. In this paper, we analyzed a Smart r- Learning-teaching model that utilizes Bluetooth and Class SNS, for students. We focused on all aspects that students found easy to program, on controlling the Bluetooth-connected robot with a smartphone, as well as on a diversity of opinions related to using Class SNS in the robot class without time constraints. Subsequently, we attempted to apply the developed a Smart r-Learning program to the classes of students, We undertook a t-test for students to find out whether it helped them enhance their creative thinking and investigated their satisfaction with the class. As a result, the study showed that students' satisfaction with a Smart r-Learning class is exceptionally high, at 96%, and students' creative thinking and programming skills in order to control improved markedly.

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Effects of maker education for high-school students on attitude toward software education, creative problem solving, computational thinking (고등학생 대상 메이커 교육이 소프트웨어 교육에 대한 태도, 창의적 문제해결력, 컴퓨팅 사고에 미치는 영향)

  • Hong, Wonjoon;Choi, Jae-Sung;Lee, Hyun
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.585-596
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    • 2020
  • The purpose of this study is to examine effects of maker education for high-school students on attitude toward software education, creative problem solving, and computational thinking. The program was designed to develop an artificial intelligence robot using mBlock and Arduino and implemented at a maker space. We analyzed 19 students among 20 who participated in the program, the result of paired t-test indicated significant increase in all variables. Also, we performed a multiple regression analysis to investigate predictors of perceived achievement and satisfaction. The finding demonstrated an initial attitude toward software education was found to be the significant predictor of perceived achievement and satisfaction. With the results, we confirmed maker education enhances attitude toward software education, creative problem solving, and computational thinking. Lastly, we discussed the implications and limitations and suggested the direction for future research.

An analysis of the frequency and correlation of voluntary questioning of children in robot play - Focus on the elements of STEAM - (로봇놀이에서 나타난 유아들의 자발적 질문 빈도 및 상관관계 분석 -STEAM 요소를 중심으로-)

  • Nam, Ki Won;Lee, Eun Ji
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.385-392
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    • 2022
  • Our society, which has arrived in the 4th industrial revolution, emphasizes covergence education to cultivate creative convergence talents. Therefore, this study is to develop a convergence education program consistent with the direction of the 2019 revised Nuri course and to help teachers who want to implement convergence education. In order to achieve this purpose, in this study, voluntary questions that occurred in play using the educational robot 'Turtle' were classified as STEAM elements. After that, frequency analysis and correlation analysis were conducted. Therefore, this study is meaningful in collecting children's questions about the same robot by age, and it is valuable in establishing future convergence education directions by analyzing the correlation by STEAM elements.

Design and Development of Programming Instruction Robot System using Smart Phone (스마트폰을 활용한 프로그래밍 학습용 로봇시스템 설계 및 개발)

  • Moon, Chae-Young;Kim, Se-Min;Ryu, Kwang-Ki
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.477-480
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    • 2012
  • In this study an programming instruction robot system using smart phone was designed and development. The system In this study is by direct programming using smart phone and program written using smart phone through a bluetooth module behavior is to be transferred to the robot control circuit. In this places, without the constraints of the robots in education and training means you can the robot's motion and, therefore, the results of students of programming through a smartphone is beyond the limits of the existing educational programming education.

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Development and Case Review of IT Convergence GoGo Bumper Car Project (IT융합 기반의 고고범퍼카 콘텐츠 개발 및 프로젝트 적용 사례)

  • Park, Hong-Joon;Jun, Young-Cook
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.21-33
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    • 2015
  • This paper aims at developing IT convergence robot education contents using open hardware-based GoGo Board and presenting three cases that were applied into educational settings with elementary and middle school students. Several types of data for their activities were collected: photos, work output, survey data, video data and interview with robot teacher and students. Each student experienced building up a GoGo Bumper Car with touch sensors attached at front and back sides and figuring out the principle of digital board control and operating of electronic devices by sensing. The participants, in the following phases, conducted domino chain-reaction with GoGo Bumper Cars and acquiring GoGo Driving Licence by driving test on three different road maps. Students in a gifted education program creatively implemented their own ideas as part of robotic art. The result of case analysis showed that the proposed project provides students not only intimacy for technology, fun, concentration but her own empowerment for developing ideas and creative implementation.

Design of Robot Instruction Program for Lower Classes of Elementary School. (초등 저학년 로봇교육 프로그램 설계)

  • Kang, Ho;Lee, Jae-Ho
    • 한국정보교육학회:학술대회논문집
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    • 2006.08a
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    • pp.129-134
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    • 2006
  • 본 논문에서는 정보과학영재교육을 위한 문제해결력 증진과 논리적 사고력 향상을 위해 미래 사회의 핵심이 될 로봇에 대한 초등학교 저학년용 교육 프로그램을 설계하여 값 비싼 교구 없이 일반학교와 영재교육의 심화과정 으로 사용할 수 있도록 하였다. 일반학교 3학년 학생을 대상으로 하여 1학기 분량으로 재량 수업시수 17차시 의 분량으로 학생들의 능동적인 참여를 유도하는 학습내용을 제시하였으며, 향후 연구방향을 제시하였다.

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The Effects of Unconscious Emotion on Motor Program of Information Processing for Movement Execution (비의식적 정서가 동작수행 정보처리과정 중 운동 프로그램에 미치는 효과)

  • Kim, Jae-Woo
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.1 no.1
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    • pp.91-98
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    • 2009
  • In approach of human-robot interaction, it is importance task in future robot industry to make to robot recognize, express, coping the emotions. The purpose of this study was to examination the effects unconscious positive and negative emotion of information processing of motor program. 13 participants(male=11, female=2) viewed smile-face picture and angry-face picture priming at 10ms level, and then performanced button press, button press and one tennis ball hitting, and button press and two tennis ball hitting task. The results appeared that positive emotion triggered more fast RT than negative emotion in planning complex motor program. Possible explanations for the performance differences depended on emotion are discussed and future research directions were provided.

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Development and Validation of Yut-nori Program using Educational Programming Language (EPL) based on Computational Thinking (컴퓨팅 사고력 기반 교육용 프로그래밍 언어(EPL) 활용 윷놀이 프로그램 개발 및 타당성 검증)

  • JeongBeom, Song
    • Journal of Industrial Convergence
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    • v.21 no.2
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    • pp.103-109
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    • 2023
  • In Korea, software education is implemented from elementary school. As a representative software education tool for elementary schools, various chess games reconstructed based on the rules of Western chess games are being used. On the other hand, Yutnori, one of our traditional games, also includes elements of software education, so research on this is needed. Therefore, in this study, a Yutnori program based on computational thinking using an educational programming language, Entry, and a turtle robot was developed and its validity verified. As a result of the validity verification, the CVR value was higher than 0.7 in the degree of agreement with the subject achievement standard (3 questions), the appropriateness of learning materials (4 questions), and the possibility of class application (3 questions). Therefore, it could be judged that the learning program developed in this study has a high level of agreement with the subject achievement standards, appropriate learning materials, and high possibility of being applied to classes. In order to generalize this content in the future, the effectiveness will need to be verified, and experimental research will be needed to understand this.

A Study on the VLSI Design Education Systems for Electronic Information Communication (마이크로 로봇을 응용한 정보통신용 반도체 설계 교육 시스템 연구)

  • Lee, Kang-Whan
    • Journal of the Institute of Electronics Engineers of Korea TE
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    • v.37 no.4
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    • pp.20-26
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    • 2000
  • In the recently our 21C, it is a necessary to provide the VLSI design education methods based on the electronic information systems. In this paper, we will show a education model of the venture study programs concern with Micro-Robot making. The development education systems apply into the industrial fields from the specification major module instruction including improve the VLSI design capability using the Micro-Robot making for information communication techniques. Also, the development instruction model provides one in the field system to the industrial applications specification technical staffs and VLSI design for the venture education programs. We expect the proposed education systems extended into a new venture instruction program sets for technical major members.

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The Design of a Programming Learning Model with the Use of the Mndstorms NXT (Mindstorms NXT를 이용한 프로그래밍 학습모형 설계)

  • Moon, Wae-Shik
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.23-28
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    • 2011
  • It is possible to solve many structural problems such as the occurrence of a lot of errors involving misspelling which may occur during the learning of existing programming language, difficulty in grammatical expression and understanding, and difficulty in the expression of algorithm if the program learning tool of the department of computer education in a college of education is utilized as an educational robot. This study developed a learning model (curriculum and a textbook) so that students who major in computer education may easily learn programming by using the NXT software of a Mindstorms robot.

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