• Title/Summary/Keyword: Robot programming curriculum

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Development and Application of Robot Curriculum Based Education in Insects Robot (곤충형 로봇 제작에 기반한 로봇 교육과정 개발 및 적용)

  • Moon, Wae-Shik;Yoo, Seoung-Han
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.209-218
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    • 2010
  • Robot Curriculum based education in Insects Robot help elementary school students better understand how a robot works. This robot curriculum is aimed at elementary school students in fifth grade. This study progressed with LEGO(R) MINDSTORMS(R) NXT, departed 6 groups, reached the insect's movement, designed robot like insects. This curriculum enhanced discussion prowess and improved the ability of building robot. During this study, most of the students were attracted to the action of the robot-like insect's movement.

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A study on the application of robotic programming to promote logical and critical thinking in mathematics education (논리·비판적 사고 신장을 위한 로봇 프로그래밍의 수학교육 적용 방안)

  • Rim, Haemee;Choi, Inseon;Noh, Sunsook
    • The Mathematical Education
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    • v.53 no.3
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    • pp.413-434
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    • 2014
  • Logic lays the foundation of Mathematics and the development of Mathematics is dependent on critical thinking. So it is important that school mathematics helps students develop their logical and critical thinking ability for both mathematics learning and problem solving in general. MINDSTORMS, a LEGO based programming activity kit, is an effective teaching and learning tool that can be used to enhance logical and critical thinking in students. This study focused on measuring the growth of students' ability to think logically and critically when they used MINDSTORMS activities to learn programming. In addition, we investigated how the students' logical and critical thinking changed from the MINDSTORMS learning experience. The study confirmed that the programming activities using MINDSTORMS help to enhance logical and critical thinking in students. The students attitude about logical and critical thinking became more positive and the activities helped to engage students to think logically and critically. This type of programming activities should be valuable in mathematics education and it should be included in a general mathematics curriculum.

The Robot Education Program Based on Schoolwide Enrichment Model for Elementary School Students (학교전체 심화학습 모형에 기반한 초등로봇교육 프로그램)

  • Lee, YoungJun;Seo, YoungMin
    • The Journal of Korean Association of Computer Education
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    • v.15 no.5
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    • pp.33-41
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    • 2012
  • Elementary school students should have many opportunities to find their abilities and talents. However, informatics education in Korea does not target the entire elementary school students, opportunities for informatics education are given only to some students. Unlike possibilities to find mathematics gifted students and science gifted students, opportunities to find informatics gifted students are very limited. This study aims to solve current problems through a robot education program based on SEM(Schoolwide Enrichment Model). Using modified curriculum and school enrichment cluster, robot programming education is implemented at the pilot school. The result shows that robot education program based on SEM improved creative potentials of elementary school students.

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Development and Application of Robot Task using Tangible Programming Tool for Elementary Students (텐지블 프로그래밍 도구를 활용한 논리적 사고력기반의 초등 로봇 과제 개발 및 적용)

  • Kwon, DaiYoung
    • The Journal of Korean Association of Computer Education
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    • v.16 no.4
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    • pp.13-21
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    • 2013
  • Recently, programming education is being actively performed in education field with development of educational programming language and teaching and learning methods for elementary students. However, programming education have limit to apply to the overall computer science curriculum, because it is performed by more than 5th grade and focused on the utilization of programming tools than problem-solving process. It is necessary to expand the range of students and educational content considered with problem-solving process for encouraging programming education in computer science. In this study, we suggest the easy-to-use programming tool for lower grade(1st grade) and robot programming task based on improvement of student's thinking ability. We use Tangible User Interface(TUI) for elementary student's(1st grade) convenience of programming and developed the robot programming task for improvement of logical thinking. As a result of this experiment, tangible programming tool can be used easily in elementary students(1st grade) and developed robot programming task is effective in improvement of logical thinking.

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The Effects of a Robot Based Programming Learning on Learners' Creative Problem Solving Potential (로봇 활용 프로그래밍 학습이 창의적 문제해결성향에 미치는 영향)

  • Lee, EunKyoung;Lee, YoungJun
    • 대한공업교육학회지
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    • v.33 no.2
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    • pp.120-136
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    • 2008
  • Using the tangible programming tools, which combines physical objects (e.g. robot) and educational programming language, may help to encourage learners' creative thinking as well as to enhance problem solving ability. That is, learners can have opportunities to simulate problem solving processes through the physical objects, such as robots. Therefore, they can minimize an fixation about problem solving process. These experience is effective to induce creative thinking that is useful to find new solutions and change environment actively. Therefore, we developed a robot based programming teaching and learning curriculum and implemented it in college level introductory programming courses. The result shows that the robot based programming learning has a positive effect in all three factors of learners' creative problem solving potential, especially in a cognitive factor. The cognitive factor includes general problem solving abilities as well as factors that explain creativity, such as divergent thinking, problem recognition, problem representation. These result means that the developed robot based programming teaching and learning curriculum give positive effect to creative problem solving abilities.

Development of Curriculum Using ROBOTC-based LEGO MINDSTORMS NXT and Analysis of Its Educational Effects (ROBOTC기반 LEGO MINDSTORMS NXT 로봇을 이용한 교육과정 개발 및 교육효과 분석)

  • Lee, Kyung-Hee
    • The KIPS Transactions:PartA
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    • v.18A no.5
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    • pp.165-176
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    • 2011
  • In this paper, we show how a curriculum using LEGO MINDSTORMS NXT robot based ROBOTC for undergraduate students has been developed, and we analyze the educational effect of the curriculum. The curriculum is composed of basic knowledge learning, practice with basic robots, practice with advanced robots, and creative design and implementation of robots. During the three year period since 2009, educational achievement has been analyzed by surveys for 6 classes, 94 students. According to the analysis, the curriculum has highly motivated the students and made them to achieve effectively our educational and academic goals. Also, we observe that the curriculum helped the students to improve their creativity and the problem solving skill, and that the students were autonomously and deeply involved in the homework and the term projects, which made them be very cooperative. Finally, the intensive practice with ROBOTC programming is shown to help students to improve their programming ability of C language.

Development and Application of Programming Education Program of Robot for Improvement of Elementary School Girls' Creativity (초등학교 여학생의 창의성 신장을 위한 로봇 활용 프로그래밍 교육 프로그램 개발 및 적용)

  • Kim, Yongmin;Kim, Taehun;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.31-44
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    • 2015
  • In general, female students are revealed through a number of studies so far by low interested in programming education. In this study, we presented a robot programming education program in the process of programming education for creativity kidney of elementary school girls. By analyzing the information gifted class 5, 6 grade robot curriculum, and selected a topic, which was take advantage of the Arduino and EV3, it has developed a robot programming education program. The selected information gifted class 5, 6 grade girls for analyzing the educational effect of education program that has been developed as an experimental population was charged with the developed program and analyzing the results of the pre- and post-test. The results of the analysis, education program that was developed in this study it was found that help in creativity kidney of elementary school girls.

A Study on the Achievement Criteria of Robot Computing Curriculum for Elementary School (초등학교 로봇컴퓨팅교육을 위한 교육내용체계의 성취기준에 관한 연구)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.97-104
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    • 2017
  • This paper evaluates the appropriateness of the proposed robot education curriculum to consider conceptual understanding and learning activities model considering the curriculum and achievement criteria in order to make it easier to apply for a course in robot area. The professors of dept. of computer education at national universities of education reviewed the importance of education contents system and appropriateness of education period. Based on the results of the review, the conceptual elements and achievement standards of each sub-area were revised and supplemented, and then evaluated in three stages. Finally, the educational elements of the concept factors and achievement criteria were agreed upon. The proposed robotic computing education information systems and the achievement standards for schools in the area, as well as to match the grade level of the students without distinction variety of robots will be able to take advantage of computing education activities to reorganize the robot computing courses.

A Study on the Robot Education Based on Scratch (스크래치에 기반한 로봇 교육에 대한 연구)

  • Lee, Young-Dae;Kim, Soon-Im;Seo, Young-Ho;Kang, Jeong-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.2
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    • pp.29-35
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    • 2016
  • The conventional educational robots, which are commonly industrial robots or toy robots, use text-based programming to teach the students. Therefore, students have difficulty in studying robotics due to the difficulties of text based language. The developed robot in this study have a camera, which have the color tracking function, and it has various sensors and actuators. It supports the open hardware and uses graphic language based programming. The developed educational robot is programmed by Scratch, which uses graphic modular language. We also present a curriculum, which is based upon the developed robot and Scratch. We applied the robot and curriculum to the primary school students. We obtained satisfactory results comparing it with the conventional robot education. Furthermore, the imagination and execution ability of students showed enhancement in learning robotics. Thus, this fact means the validity and effectiveness of the proposed approach.

A C-Programming Learning Model Using a Line Tracer in Discretionary Activity Hours in Elementary Schools (초등학교 재량활동시간에 라인트레이서를 이용한 C프로그래밍 학습모형)

  • Moon, Wae-Shik
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.603-612
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    • 2011
  • This study suggested an educational curriculum(12 class periods) in order for higher level elementary school students to learn programming in discretionary activity hours using a line tracer and evaluated achievement level based on the outcome of learning by class period to assess the possibility of success. As a result, it could confirm that the programming learning using the line tracer was more excellent in creativity than the computer programming learning. In addition, it has been found that the programming learning method using the line tracer had a potential to be successful as a new creative tool that could replace the computer.

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