• Title/Summary/Keyword: Robotic curriculum

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A Study on the Effectiveness of a Robotics curriculum based on "Bee-Bot"

  • Nam, Ki-won;Kwon, Un-jou;Han, Seung-chul
    • International Journal of Advanced Culture Technology
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    • v.7 no.3
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    • pp.79-85
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    • 2019
  • This study examined the effects of a robotics curriculum based on "Bee-Bot" on the scientific problem-solving ability on 5-year-old children. A robotics curriculum was also designed to enhance their scientific problem-solving ability. This study examined a 4-week robotics curriculum was conducted 12 times for 4 weeks. For this study, 14 children in kindergarten A in Korea were set up as a treatment group and 18 children in kindergarten B in Korea as a control group. It was found that children in the treatment group who engaged in the robotics curriculum using "Bee-Bot" performed better on scientific problem-solving tests. This finding indicates that an enhanced planning experience using "Bee-Bot" was beneficial for improving young children's scientific problem-solving ability. The implications for designing appropriate curricula using "Bee-Bot" robots for kindergarteners are addressed.

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.

Design and Validation of Robot Curriculum in Education for the Gifted Elementary Students of Computer Science (초등정보과학영재를 위한 로봇교육과정의 설계 및 검증)

  • Lee, Jae-Ho;Nam, Gil-Hyun
    • Journal of Gifted/Talented Education
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    • v.19 no.3
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    • pp.669-695
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    • 2009
  • In the 21st century, there will be a robot revolution. Only several years ago, industrial robots were the mainstream in the robot market; however, diverse type of robots are currently entering into our daily lives for various purposes, and the robot that thinks and behaves very similarly to human will appear in the near future. However, there is a critical view about the robot period. This means that the robot revolution will change even the framework of our entire society and human life style, and it is necessary to have robot education. It is necessary to start robot education in the elementary school curriculum with a view to enhancing interest in basic science and scientific technology and cultivating creative talents who may adapt themselves to a robotic society. However, there is no systematic robot curriculum owing to insufficient perception of the need of robot education and the educational utilization of robots. Under these circumstances, robot education is largely dependent on education for students with special talents and aptitudes run by private organizations. This paper conducted the following research in order to develop a robot curriculum in education for the gifted elementary students of computer science. First, the paper identified problems by analyzing the robot curriculum from a micro perspective after selecting three organizations that are relatively well perceived out of private organizations that operate robot education for the gifted elementary students of computer science. Second, the paper developed a robot curriculum in education for the gifted elementary students of computer science based on the framework of a robot curriculum run by private sector. Third, the validity of the robot curriculum developed in this paper was verified by a professional group comprising mainly persons in charge of robot curriculum development at private sector and lecturers for robot education for the gifted elementary students of computer science.

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.

The Effect of STEAM-based Unplugged Play Activities Using Robots on the Improvement of Children's Creative and Social Personalities (STEAM교육 접근에 의한 언플러그드 로봇 놀이프로그램이 유아의 창의적 및 사회적 인성 함양에 미치는 효과)

  • Chun, Hui Young;Park, Soyeon
    • Korean Journal of Childcare and Education
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    • v.16 no.5
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    • pp.1-26
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    • 2020
  • Objective: This study investigated 5-year-old children's developmental levels for creative and social personalities according to gender, and whether participation in STEAM-based unplugged robotic activities can improve their creative and social personalities. Methods: Participants were 5-year-old children (N=125) from 11 child care centers. The experimental group included 29 boys and 24 girls enrolled in classrooms that implemented an unplugged activities curriculum over five weeks. The control group consisted of 38 boys and 34 girls. Data were analyzed using a t-test and analysis of covariance, and Hedges' g was used to measure effect size. Results: First, the participating children's mean scores on creative and social personalities were 3.20 and 3.53 on a 5-point Likert scale, respectively. Girls scored higher than boys in sensitivity-various interests and imagination-playfulness domains of creative personality and all three domains of social personality. Second, children in the experimental group showed improvement in all domains of social personality and the effect size was large. They also improved in three domains (openness-humor, imagination-playfulness, independency-immersion) of creative personality, although the effect size was small. Conclusion/Implications: The results imply that implementing a robotics curriculum with unplugged play activities in early childhood classrooms contributes to 5-year-old children's development of creative and social personalities.

Cloudboard: A Cloud-Based Knowledge Sharing and Control System (클라우드보드: 클라우드 기반 지식 공유 및 제어 시스템)

  • Lee, Jaeho;Choi, Byung-Gi;Bae, Jae-Hyeong
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.3
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    • pp.135-142
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    • 2015
  • As the importance of software to society has grown, more and more schools worldwide teach coding basics in the classroom. Despite the rapid spread of coding instruction in grade schools, experience in the classroom is certainly limited because there is a gap between the curriculum and the existing computing environment such as the mobile and cloud computing. We propose an approach to fill this gap by using a mobile environment and the robot on the cloud-based platform for effective teaching. In this paper, we propose an architecture called Cloudboard that enables knowledge sharing and collaboration among knowledge providers in the cloud-based robot platforms. We also describe five representative architectural patterns that are referenced and analyzed to design the Cloudboard architecture. Our early experimental results show that the Cloudboard can be effective in the development of collective robotic systems.

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.