• Title/Summary/Keyword: Robot Teaching

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Development of External Expansion Devices and Convergence Contents for Future Education based on Software Teaching Tools (소프트웨어 교육용 교구 활용 미래 교육을 위한 융합 콘텐츠 및 외부 확장장치 개발)

  • Ju, Yeong-Tae;Kim, Jong-Sil;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.6
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    • pp.1317-1322
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    • 2021
  • Software in the era of the Fourth Industrial Revolution is becoming a key foundation in an intelligent information society. Therefore, it is necessary to study the new direction of manpower training and education that can cope with the times. To this end, the Ministry of Education reorganized the curriculum and is implementing software education based on a logical problem-solving process based on computing thinking skills rather than acquiring general ICT knowledge. However, there is a lack of securing high-quality educational content for software education, and there is also a lack of teaching aids that can be taught in connection with advanced IT technologies. To overcome this, this paper proposes the development of external expansion devices to expand educational content and functions capable of convergent software education such as artificial intelligence using coding robots for software education. Through this, effective software education is possible by improving the curriculum of the existing simple problem-solving method and developing various learning materials.

Study of Flipped Learning-based PBL Teaching in 3D CAD Class (3D CAD 수업에서의 플립드러닝 기반의 PBL 교수학습법 효과 연구)

  • Park, Hyun-Ha;Zhang, Sung-Uk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.5
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    • pp.779-785
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    • 2022
  • Study analyzes whether the 3D CAD class using the flipped learning-based PBL is effective in acquiring professional knowledge and nurturing talent. A Flipped Learning-based PBL class was implemented for 3rd grade students of Robot and Automation Engineering Major, Dong-Eui University, and a survey was conducted on satisfaction and effectiveness. The students seemed to be generally satisfied with the class, and the flipped learning-based PBL appeared to be effective in improving the competency required by companies. In particular, it is hoped that it will contribute to the use of video education in practical subjects in the future by proving that practical classes can be operated effectively even in non-face-to-face learning. Moreover, this study is an important indicator for future research and will be used as a quantitative indicator for class improvement.

Measuring the Effectiveness of Teaching Introductory Programming Using LEGO Mindstorms Robots (레고 마인드스톰 로봇을 이용한 프로그래밍 입문 교육의 효과 측정)

  • Kim, Tae-Hee;Kang, Moon-Seol
    • Journal of Internet Computing and Services
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    • v.11 no.4
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    • pp.159-173
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    • 2010
  • It is difficult for us to teach the introduction course of programming to beginners just starting their college life. What is particularly hard to do is to provide them with learning motivation so that the freshmen can be easily and rapidly adapted to programming work and to enhance their will to learn. In this paper, we suggest a method to apply LEGO Mindstorms robot to the introduction course of programming in purpose to allow programming beginners to be motivated and have higher will to learn so that they can receive programming education easily and joyfully. This paper attempts to find reasonable methods for improvement which can help programming beginners to be motivated and encouraged to learn in the course of C programming education and can facilitate learning effects as well, and conducts education using LEGO Mindstorms robot as a way to solve problems like students' low interest or will to learn. According to the result of providing the freshmen with the introduction course of C programming to which the suggested method was applied, it was found that their academic achievement in programming education enhanced through their increased motivation and will to learn programming. This result shows that students' interest, motivation, and will to learn the subject are statistically significant improvement through the course that employs LEGO Mindstorms robot.

The Effects of MINDSTORMS Programming Instruction on the Creativity (MINDSTORMS을 이용한 프로그래밍 학습이 창의력에 미치는 효과)

  • Yoo, In-Hwan;Kim, Tae-Wan
    • The Journal of Korean Association of Computer Education
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    • v.9 no.1
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    • pp.49-59
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    • 2006
  • Traditional programming education lacked consideration of contents, methods and learners. In particular, the importance of programming education has been decreased in school because almost no suitable teaching has been executed for elementary school students. To solve these problems, this study proposed the use of MINDSTORMS that is a programming education tool suitable for elementary school students, and verified its effects on learners' creativity. The results of this study show that the tool is highly effective in improving students' creativity. The objectives of programming education are not only learning programming languages but also improving problem-solving ability, logical thinking and creativity. We must offer environment, in which students can control their own learning activity and solve problems by themselves. In addition, MINDSTORMS can be a very useful and suitable tool for programming education.

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Neuro-Fuzzy Controller Based on Reinforcement Learning (강화 학습에 기반한 뉴로-퍼지 제어기)

  • 박영철;심귀보
    • Journal of the Korean Institute of Intelligent Systems
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    • v.10 no.5
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    • pp.395-400
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    • 2000
  • In this paper, we propose a new neuro-fuzzy controller based on reinforcement learning. The proposed system is composed of neuro-fuzzy controller which decides the behaviors of an agent, and dynamic recurrent neural networks(DRNNs) which criticise the result of the behaviors. Neuro-fuzzy controller is learned by reinforcement learning. Also, DRNNs are evolved by genetic algorithms and make internal reinforcement signal based on external reinforcement signal from environments and internal states. This output(internal reinforcement signal) is used as a teaching signal of neuro-fuzzy controller and keeps the controller on learning. The proposed system will be applied to controller optimization and adaptation with unknown environment. In order to verifY the effectiveness of the proposed system, it is applied to collision avoidance of an autonomous mobile robot on computer simulation.

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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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Unmaned Integration Control of Intelligent Robot with Automatic Teaching Function for Assembling Process Automation (조립공정 자동화를 위한 자동교시기능을 갖는 지능형 로봇 무인 통합제어)

  • 한성현
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.11 no.2
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    • pp.49-57
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    • 2002
  • 본 연구에서는 전자부품의 자동조립라인에서 매우 중요한 작업인 열코킹 검사, 납땜 및 납땜검사 작업공정을 보다 더 정밀하고 유연하게 수행할 수 있도록 오프라인 프로그램에의 자동교시기능을 갖는 지능형 로봇 제어 시스템 개발에 대한 연구를 수행하였다. 카메라 백 카바등의 전자부품의 자동조립라인은 작업의 난이도가 매우 높고, 고정밀도가 요구되고, 특히, 납펌 및 납땜 불량검사 작업의 셀은 전체 작업 셀 공정중에서 가장 불량률이 높다. 따라서 본 연구는 기존의 납땜 및 검사공정 셀의 구조를 개선하여 보다 더 높은 정밀도를 유지할 수 있고, 모델 변경에 대한 유연성 향상 및 불량율의 감소를 통한 시스템의 신뢰성을 증대시키기 위한 목적으로 수행된다. 이의 실현을 위한 세부내용으로는 셀의 구조개선, 로봇의 모델교체 및 성능향상, 고정도의 납땜 및 검사 기술, 오프라인 프로그래밍 (off-line programming, OLP)을 이용한 자동교시기법을 개발하여 지능형 시스템으로 새로운 셀을 구성하고, 이를 실제 카메라 백 카바등의 전자부품 조립 라인에 설치하여 실시간 구현을 실현하고자 한다.

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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.

Interactive Virtual Studio & Immersive Viewer Environment (인터렉티브 가상 스튜디오와 몰입형 시청자 환경)

  • 김래현;박문호;고희동;변혜란
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06b
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    • pp.87-93
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    • 1999
  • In this paper, we introduce a novel virtual studio environment where a broadcaster in the virtual set interacts with tele-viewers as if they are sharing the same environment as participants. A tele-viewer participates physically in the virtual studio environment by a dummy-head equipped with video "eyes" and microphone "ears" physically located in the studio. The dummy head as a surrogate of the tole-viewer follows the tele-viewer's head movements and views and hears through the dummy head like a tele-operated robot. By introducing the tele-presence technology in the virtual studio setting, the broadcaster can not only interact with the virtual set elements like the regular virtual studio environment but also share the physical studio with the surrogates of the tele-viewers as participants. The tele-viewer may see the real broadcaster in the virtual set environment and other participants as avatars in place of their respective dummy heads. With an immersive display like HMD, the tele-viewer may look around the studio and interact with other avatars. The new interactive virtual studio with the immersive viewer environment may be applied to immersive tele-conferencing, tele-teaching, and interactive TV program productions.program productions.

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Study on the Learning Elements of 'Information Ethics' Topic of Informatics Subject (정보 교과의 '정보 윤리' 주제의 학습 요소에 관한 연구)

  • Jeong, InKee;Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.295-306
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    • 2014
  • A form of life is changed rapidly through development of ICT. And we need information ethics as a new norm of information-oriented society. The effect of information ethics can be maximized by education. Therefore, a new curriculum is demanded by new technology and circumstance. Korea Association of Information education has studied a new curriculum and suggested a new plan that contents of information education classified by 'Software', 'Computer System' and 'Convergence Activities' sections. And the 'Convergence Activities' section is composed of 'Information Ethics', 'Productivity Tools' and 'Robot'. In this paper, we studied on learning elements of the 'Information Ethics' of first grade to ninth grade. We analysed the domestic and foreign curriculum, research results and new issues about information ethics and selected the learning elements about information ethics. We nextly suggested the achievement goals, teaching-learning methods and evaluation methods of information ethics. We expect that the learning elements we suggested about information ethics will contribute to deal with wisely information dysfunction and to training correct talented individuals.