• Title/Summary/Keyword: Robot programming education

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The Effect of Computational Thinking Ability Using Text-base vs Visual-base Programming Language On Robot Programming Learning (텍스트 기반과 비주얼 기반 로봇프로그래밍 교육이 정보과학적 사고 능력에 미치는 영향)

  • Seo, Sung-Won;Nam, Dong-Seok;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.457-462
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    • 2010
  • 본 연구는 학습자의 인지발달 단계에 적합한 프로그래밍 언어를 활용하여 모든 학문의 기초 인지 능력인 학습자의 정보과학적 사고 능력을 향상에 미치는 효과를 검증하는 실험연구이다. 과중한 인지적 부담, 문법 위주 등 기존 프로그래밍 학습의 문제점을 보완하고자 등장한 교육용 로봇을 이용하여 실생활 문제해결의 정보과학적 사고능력 향상을 위한 텍스트기반 프로그래밍 언어(TPL)와 비주얼기반의 프로그래밍 언어(VPL) 중 인문계 고등학생의 인지발달 단계에 적합한 프로그래밍 언어에 대한 효과성을 분석하였다. 교육용 로봇 및 로봇 프로그래밍 언어에 대한 선행 연구를 통해 NXT Robot Educator 교육내용을 분석하고 각 단계에 적절한 실생활 과제를 추출하여 로봇 교육용 프로그램을 개발하고 적용하였다. 이 연구는 프로그래밍을 경험이 없는 인문계 고등학교 학생 집단을 선정하여 TPL과 VPL을 활용한 로봇 프로그래밍 수업을 20차시 실시한 후 두 집단 간의 정보과학적 사고능력 향상의 차이를 검증하였다.

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Exploring the Possibility of Integrated Robot Programming Learning for Elementary School Student (초등학교 로봇프로그래밍 교육에서의 통합학습 가능성 탐색)

  • Seo, Young-Min;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.241-244
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    • 2011
  • 초등학교 학습자를 대상으로 컴퓨터 과학의 원리를 가르치기 위하여 EPL, 로봇프로그래밍, Unplugged Project 등 다양한 시도가 이루어지고 있다. 또한 로봇을 활용한 경진대회, 창의 대회 등 교육과정 외적인 부분에서도 활성화되고 있는 추세이다. 하지만 대부분의 로봇, 공학 경진대회는 특정 로봇의 기능 및 사용법, 흥미 위주의 획일적인 내용을 벗어나고 있지 못한 실정이며, 통합적 접근을 했던 기존의 프로그램들은 창의적 문제해결을 목적으로 여러 학문의 융합, 통합을 주장하고 있다. 본 연구에서의 통합은 초등 학습자의 학습으로의 보다 본질적인 접근이 필요하며, 교육과정 전반에 걸친 폭넓은 학습 활동 측면에서 프로그래밍(로봇)의 통합의 필요성을 주장하고 있다. 이제는 프로그래밍(로봇) 학습이 왜 통합 학습으로 교육과정 상에 녹아 들어가야 하는지에 관한 본질적인 논의가 이루어져야 할 시점으로 생각된다. 이 논문의 본문은 크게 두 부분으로 이루어져 있는데 첫째, 초등학교 로봇프로그래밍 교육을 통합적 관점으로 접근했던 기존의 프로그램의 사례를 살펴볼 것이며, 둘째, 초등학교 학습자에게 통합이 어떠한 의미인지를 고찰해 볼 것이다.

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A Learning Method of Stack and Queue through Solving Maze Exploration Problems with Robots (로봇의 미로 탐색 문제해결을 통한 스택과 큐 학습 방안)

  • Hong, Ki-Cheon
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.613-618
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    • 2012
  • ICT education guidelines revised in 2005 reinforce computer science elements such as algorithm, data structure, and programming covering all schools. And Ministry of Education emphasizes STEAM education. Most important is that "How instruct them". This means necessity of contents. So this paper suggests learning method of Stack and Queue using LEGO MINDSTORMS NXT. The main purpose is that how stack and queue are used, when robot explore realistic maze. Teaching and learning strategies are algorithm, flowchart, and NXT-G programming. Simple maze has path in left or right, but complex maze has three-way intersection. These are developed by authors. Master robot explores maze and push stack, and then return to entrance using stack. Master robot explores maze and transmits path to slave's queue. And then slave robot drives without exploration. Students can naturally learn principles and applications of them. Through these studies, it can improves ability of logical and creative thinking. Furthermore it can apply to ICT and STEAM education.

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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Development and Application of Robot based Teaching Methods for use by pre-Service Special Elementary Teacher (예비 초등특수교사를 위한 로봇활용수업 프로그램 개발 및 적용)

  • Kim, Se-Min;Ha, Tai-Hyun
    • Journal of Digital Convergence
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    • v.9 no.6
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    • pp.389-397
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    • 2011
  • With the growing acceptance of the educational benefits for the use of robot- based teaching, their use in classrooms is increasing. However, the vast majority of studies taking place are based within normal classroom environment. Therefore, this study was focused on the adaptations that need to be made for the use of robot-based teaching within a special-needs environment, specifically a program for pre-service teachers of a special needs Elementary school. The results indicate robot-based teaching has a place within special education and it is hoped that this study will spur further investigation into the field.

An Analysis of Domestic Research Trend and Educational Effects in Relation to Robot Education (로봇교육 관련 국내 연구동향 및 교육효과 분석)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.233-243
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    • 2012
  • The purpose of this study is to suggest the direction and implications of robot education by analyzing domestic research trend related to robot education and effectiveness papers from 2001 to the recent time. For examining the research trend related to robot education, 112 papers in total 10 kinds of professional academic journals of National Research Foundation of Korea were selected and they were analyzed by academic journal, year, research form, research subject, research object and research method. As the result of analyzing the number of papers by year, they are greatly increased from 2007. And, for the research subjects, they showed high rate of research, programming education and children's response research in order. For the research method, the experimental research was fulfilled the mostly. In the research on the educational effects of robot, it's reported to be effective in creativity, problem-solving ability, academic accomplishment of subjects, justifying factors of studying concentration and studying attitude. Based on the studying material, direction and implications of robot education were suggested.

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Analysis on Interactions of Creativity Homogeneous and Heterogeneous Team in Creative Robot Making and Programming Activities (창작 로봇 제작 및 프로그래밍 활동에서 창의성 동질 및 이질 팀 구성에 따른 팀 상호작용 분석)

  • Jo, Hanjin;Kim, Minwoong;Wi, Sunbok;Kim, Taehoon
    • Journal of Engineering Education Research
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    • v.19 no.5
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    • pp.13-24
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    • 2016
  • The purpose of this research is to examine the characteristics of team interaction according to the creativity of team members. Research subjects to achieve this purpose included 28 students who are in engineering education in the College of Education at A University in Daejeon and have taken robot-related courses. Through first and second MBTI, and TTCT tests, the final homogeneous and heterogeneous teams were formed, and an experimental study was conducted by developing team design activity assignment. The major research results were as follows. In terms of a comprehensive view on interaction frequency, both homogeneous team and heterogeneous team suggested had the highest frequency in suggesting opinions. However, each of the team members in the homogeneous team had different communication frequency among each other while each team member in the heterogeneous team had almost similar frequency. A microscopic analysis of the communication process of homogeneous team showed that the team members' roles were divided among each other in communication. Next, according to the microscopic analysis of the heterogeneous team's communication process, the team members exchanged opinions in the beginning, talked to themselves in words that were hard to understand the meanings, and they stopped having conversations in the end. Due to such decrease in communication, two team members could not solve the confusing state of being unable to understand each other's opinions and failed to complete their assignments. The microscopic analysis demonstrated that the homogeneous team had a smooth interaction, because when one team member suggested an opinion during a conversation, other team members agreed with it through a discussion. However, the members in the heterogeneous team experienced confusion as they could not understand each other's conversation and could not overcome this problem, leading to lack of conversations.

A Short-Term Experimental Class for Robotics Education

  • Lee, Jae Hoon;Okamoto, Shingo
    • Journal of Engineering Education Research
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    • v.15 no.5
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    • pp.19-24
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    • 2012
  • Robots have been attracting students' interest recently. Therefore, they are a good way to motivate to study related subjects. However, there are difficulties in teaching general students because a wide background is required to understand the fundamentals of robotics. In order to teach robotics fundamentals to beginners in a short period, an effective experimental class, including several phased experiments, is proposed in this paper. A portable two-DOF robot arm system with servo motors was developed for experiments, and the operation method based on kinematics was introduced for its operation. The effectiveness of the class was investigated by using a questionnaire after carrying it out in a university class for junior students.

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.

Development of A Sketch-Based Robot Simulation Tool (스케치 기반 로봇 시뮬레이션 도구 개발)

  • Aoki, Hiroyuki;Shim, Jae-Kwoun;Kim, Ja-Mee;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.15 no.2
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    • pp.57-66
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    • 2012
  • It is the advantage of robot programming to improve the learners' interest. However, the drawback is existed in the fact that it is not easy to determine whether the problem lies in the hardware factor or programmed logic when an error takes place. This study is an attempt to develop a simulation tool which assists learners to concentrate on the problems not relating to robot assembling but to robot program. It aims to enable beginners make a sketch of their ideas and examine their logic through simulation. Therefore, an Etoys-based robot programming tool is developed to allows user to download and execute the simulated program into an assembled robot. The significance of this study is that easy activity of sketch-based simulation can support learners to understand how the principles of computer science are applied in daily life such as an automatic door system.

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