• Title/Summary/Keyword: Teaching Programming Language

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Development of Off-line Simulator for Industrial Robots with Auto-teaching (자동교시기능을 갖는 산업용 로봇의 3차원 오프라인 시뮬레이터 개발)

  • 정동연;한성현
    • Journal of the Korean Society for Precision Engineering
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    • v.20 no.12
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    • pp.80-88
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    • 2003
  • We propose a new technique to design an unmaned integrating control system based-on Windows XP version off-Line Programming System which can simulate a dynamic model of robot manipulator in three dimensions graphics space in this paper. The robot with 4 and 6 axes modeled SM5 and AM1 respectively were adopted as an objective model. Forward kinematics, inverse kinematics and robot dynamics modeling were included in the developed off-line program. The interface between users and the off$.$line programming system in the Windows XP's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by silicon Graphics, Inc. were utilized for three dimensions graphics.

A Programming Language Learning Model Using Educational Robot (교육용로봇을 이용한 프로그래밍 학습 모형 - 재량활동 및 특기적성 시간에 레고 마인드스톰의 Labview 언어 중심으로 -)

  • Moon, Wae-Shik
    • Journal of The Korean Association of Information Education
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    • v.11 no.2
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    • pp.231-241
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    • 2007
  • With a focus on LabView language to program Lego Mindstoms Robot in afterschool class to help children develop their special ability and aptitude. The purpose of this research was to make proposal for programming learning method using a robot as an algorithm learning tool to improve creative problem solving ability. To do this, robot programming training program in the amount of 30th period and teaching aids thereof were developed, and 6th grade primary school children were taught up to 30th period, then after, they were evaluated accordingly. Results from analysis of evaluation of achievement level with a focus on outcomes according to each period revealed that learners understood most of contents of curriculum. In view of such results from evaluation, it is judged that the curriculum as well as teaching aids that devised and created have been constituted in order that school children will be able to have developed a shared understanding of their learning sufficiently, and to put it into practice easily. Through these hands-on experiences in the course of researches, researcher could have confirmed the possibility of success for robot-programming training class as new creative algorithm learning tool in the primary school curriculum.

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The Effect of a Programming WBI Based on the Flow Theory on Flow Level and Academic Achievement (몰입이론을 적용한 프로그래밍 WBI가 학습자의 몰입수준과 학업성취도에 미치는 영향)

  • Chae, Yu-Mi;Cho, Seong-Hwan;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.12 no.1
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    • pp.15-22
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    • 2009
  • Computer programming language learning has an educational effect on improving the high level abilities such as a logical thinking ability and a problem solving ability as well as on understanding a computer working process through the process of programming and debugging tasks. In this study, the Flow Theory is applied for the students to have inner learning motive and continue their learning in the programming language learning. For this, we developed teaching-learning strategies applied by Flow elements, and designed to the WBI. We also applied to the actual teaching-learning field designed WBI and verified the effects on the changes in the learner's Flow level and academic achievement. The result of verification, WBI learning applied by Flow Theory is effective on improving Flow level, making the students have the learning goal and spirit of challenging, forming feedbacks. Also Flow experiences have effect on improving academic achievement(programming ability) through the positive effects on the results of the learning.

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Altemative Instructional Methods and Strategies for Effective Computer Programming Education (컴퓨터 프로그래밍 교육에 적용 가능한 효과적 교수방법의 탐색적 대안)

  • Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.5 no.3
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    • pp.1-9
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    • 2002
  • For teaching-learning activities to be effective, the teaching methods need to reflect the contents of instructional materials and the characteristics of the learners. The purpose of this paper is to investigate the effective ways of teaching computer programming languages. The main components of teaching computer programming languages might be the characteristics of the language itself, the function of design, and general problem-solving capacity. But the analysis of the Quality and environments of learners is much more important. To improve the Quality of teaching computer programming languages, the structured syllabus needs to be provided and a variety of teaching methods such as project-based approach, problem-based approach, cooperative learning, peer tutoring and case study should be applied selectively, depending upon the instructional situations. In addition, procedural and constructive evaluation process needs to be developed to monitor each stage of learning and to give the guidelines of completing the course projects.

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An Automatic Teaching Method by Vision Information for A Robotic Assembly System

  • Ahn, Cheol-Ki;Lee, Min-Cheol;Kim, Jong-Hyung
    • 제어로봇시스템학회:학술대회논문집
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    • 1999.10a
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    • pp.65-68
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    • 1999
  • In this study, an off-line automatic teaching method using vision information for robotic assembly task is proposed. Many of industrial robots are still taught and programmed by a teaching pendant. The robot is guided by a human operator to the desired application locations. These motions are recorded and are later edited, within the robotic language using in the robot controller, and played back repetitively to perform the robot task. This conventional teaching method is time-consuming and somewhat dangerous. In the proposed method, the operator teaches the desired locations on the image acquired through CCD camera mounted on the robot hand. The robotic language program is automatically generated and transferred to the robot controller. This teaching process is implemented through an off-line programming(OLP) software. The OLP is developed for the robotic assembly system used in this study. In order to transform the location on image coordinates into robot coordinates, a calibration process is established. The proposed teaching method is implemented and evaluated on the assembly system for soldering electronic parts on a circuit board. A six-axis articulated robot executes assembly task according to the off-line automatic teaching.

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A Visual Programming Environment on Tablet PCs to Control Industrial Robots (산업용 로봇 제어를 위한 태블릿 PC 기반의 비주얼 프로그래밍 연구)

  • Park, Eun Ji;Seo, Kyeong Eun;Park, Tae Gon;Sun, Duk Han;Cho, Hyeonjoong
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.2
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    • pp.107-116
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    • 2016
  • Industrial robots have been usually controlled using text-based programming languages provided by each manufacturer with its button-based TP(Teaching Pendent) terminal. Unfortunately, when we consider that people who manipulate TPs in manufacturing sites are mostly unskilled with no background knowledge about computer programming, these text-based programming languages using button-based interaction on manufacturing sites are too difficult for them to learn and use. In order to overcome the weaknesses of the text-based programming language, we propose a visual programming language that can be easily used on gesture-enabled devices. Especially, in our visual programming environment, each command is represented as a block and robots are controlled by stacking those blocks using drag-and-drop gestures, which is easily learnable even by beginners. In this paper, we utilize a widely-spread device, Tablet PC as the gesture-enabled TP. Considering that Tablet PC has limited display space in contrast to PC environments, we designed different kinds of sets of command blocks and conducted user tests. Based on the experiment results, we propose an effective set of command blocks for Tablet PC environment.

An Analysis of the Influence of Block-type Programming Language-Based Artificial Intelligence Education on the Learner's Attitude in Artificial Intelligence (블록형 프로그래밍 언어 기반 인공지능 교육이 학습자의 인공지능 기술 태도에 미치는 영향 분석)

  • Lee, Youngho
    • Journal of The Korean Association of Information Education
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    • v.23 no.2
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    • pp.189-196
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    • 2019
  • Artificial intelligence has begun to be used in various parts of our lives, and recently its sphere has been expanding. However, students tend to find it difficult to recognize artificial intelligence technology because education on artificial intelligence is not being conducted on elementary school students. This paper examined the teaching programming language and artificial intelligence teaching methods, and looked at the changes in students' attitudes toward artificial intelligence technology by conducting education on artificial intelligence. To this end, education on block-type programming language-based artificial intelligence technology was provided to students' level. And we looked at students' attitudes toward artificial intelligence technology through a single group pre-postmortem. As a result, it brought about significant improvements in interest in artificial intelligence, possible access to artificial intelligence technology and the need for education on artificial intelligence technology in schools.

A Case Study on the Design-First Approach and using UML for a Video Rental Store (Design-First Approach 와 UML이용)

  • Kook, Joong-Kak
    • Journal of the Korea Computer Industry Society
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    • v.8 no.1
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    • pp.1-8
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    • 2007
  • In this paper, teaching object-oriented design in a programming course is a big challenge for instructors. "Objects-first" is a popular strategy for teaching object-oriented programming in the educational settings, by introducing the concepts of objects, classes, and instances before procedural elements of a programming language. Still, this approach emphasizes coding rather than other critical aspects of software development, notably problem-solving and design. We propose a "design-first" approach, which subsumes an objects-first approach into lessons that also introduce object-oriented analysis and design, using elements of UML before implementing any code. We also present video rental store (SRS) that uses the design-first approach to help students of various teaming styles in a software engineering course. It interfaces with an IDE we have chosen specifically to support the design-first approach, and SRS which has been shown to be effective in helping students learn object-oriented programming concepts.

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The Effect of Programming Education Using Hands-on Robot on Learning Motivation and Academic Achievement of Prospective Elementary Teachers (교구로봇을 활용한 프로그래밍 교육이 예비 초등교사의 학습동기 및 학업성취도에 미치는 영향)

  • Yang, Gwonwoo
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.575-584
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    • 2014
  • Lately, as the importance of software and the software education has been emphasized, the studies on ways of teaching programming to elementary students have been actively progressed. However, most of undergraduates as prospective elementary teachers who will be in charge of teaching programming at the elementary schools have a lack of interest in programming education as well as of the understanding of basic programming principles. Therefore, this study investigated how programming education using hands-on robot and scratch affected learning motivation and academic achievement of preliminary teachers. The comparison of results of two programming educations shows that the programming education using hands-on robot revealed statistically significant difference in learning motivation and academic achievement.

Mathcad program as a useful tool for the teaching and studying the sport biomechanics (운동역학의 교육과 연구용 도구로서 Mathcad의 유용성)

  • Sung, Rak-Joon
    • Korean Journal of Applied Biomechanics
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    • v.14 no.3
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    • pp.301-311
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    • 2004
  • The purpose of this study was to verify the usefulness of the Mathcad program as a tool for the studying and teaching the sport biomechanics. A projectile motion was analyzed because it is the one of the most popular motion in sports activities. A 3 dimensional CG data for the high jump bar clear phase was used to calculate the initial velocity vector of the CG. Linear regression function and other functions such as cubic spline and derivative of Mathcad were used to calculate this vector. Finally, the approach angle to the bar and peak jump height was calculated. Programming in Mathcad was relatively easy compare to traditional computer language such as Fortran and C, because of the unique documentation method of Mathcad. Additionally the 2 and 3 dimensional graph function was very easy and useful to describe the mechanical data. If the use of Mathcad program is more popular in the field of sport biomechanics, it could greatly contribute to overcome the limit of research caused by the lack of proper programming ability.