• Title/Summary/Keyword: Robot-Based Education

Search Result 273, Processing Time 0.036 seconds

Design and implementation of an AI-based speed quiz content for social robots interacting with users (사람과 상호작용하는 소셜 로봇을 위한 인공지능 기반 스피드 퀴즈 콘텐츠의 설계와 구현)

  • Oh, Hyun-Jung;Kang, A-Reum;Kim, Do-Yun;Jeong, Gu-Min
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.13 no.6
    • /
    • pp.611-618
    • /
    • 2020
  • In this paper, we propose a design and implementation method of speed quiz content that can be driven by a social robot capable of interacting with humans, and a method of developing an intelligent module necessary for implementation. In addition, we propose a method of implementing speed quiz content through the process of constructing a map by arranging and connecting intelligent module blocks. Recently, software education has become mandatory and interest in programming is increasing. However, programming is difficult for students without basic knowledge of programming languages to directly access, and interest in block-type programming platforms suitable for beginners is growing. The block-type programming platform used in this paper is a platform that supports immediate and intuitive programming by supporting interactions between humans and robots. In this paper, the intelligent module implemented for the speed quiz content was used by blocking it within a block-type programming platform. In order to implement the scenario of the speed quiz content proposed in this paper, we implement a total of three image-based artificial intelligence modules. In addition to the intelligent module, various functional blocks were placed to implement the speed quiz content. In this paper, we propose a method of designing a speed quiz content scenario and a method of implementing an intelligent module for speed quiz content.

An Analysis of Teachers' TPACK on Robotics in Education (로봇활용교육에 대한 교사들의 테크놀로지내용교수지식 분석)

  • Shin, Won Sug
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.6
    • /
    • pp.196-203
    • /
    • 2020
  • Robotics has been increasing its role among factors affecting teachers' technological, pedagogical, and content knowledge(TPACK) in education. This paper reviews these factors and analyses each to identify those most influential: teachers' individual (gender, teaching experiences), professional development(PD) for technology integration, psycho-philosophical characteristics (attitude toward technology integration, constructive belief), and school characteristics.Those having the most significant influence on teachers' TPACK of robotics were PD for technology integration from individual characteristics, attitudes toward technology integration, educational belief from psycho-philosophical characteristics, and schools' atmosphere and support from school characteristics.Thisreview confirmed that PD for technology integration and school atmosphere are the two most influential factors among all factors considered. Practical implications on precautions for effective integration of robotics in education were identified.

The Influence of Robot Education Using Magnetic Force on the Computational Thinking (자력을 활용한 로봇 교육이 컴퓨팅 사고력에 미치는 영향)

  • Lee, Jaeho;Kim, Hakmin
    • Journal of Creative Information Culture
    • /
    • v.5 no.3
    • /
    • pp.275-283
    • /
    • 2019
  • The fourth industrial revolution is emerging as the talk of the times. The industrial structure is changing greatly from the past, as well as the social scene, changing our daily lives. Especially, the importance of the software sector is growing. For students who have to live in this future society, computational thinking is a key capability. In order to achieve this goal, this study was carried out in the following steps. First, we organized a SW education convergence program based on life-oriented aspects. Second, the configured program was applied to the site to verify the effectiveness of computational thinking. The results of this study show that the experimental group has 32 points better than the pre-test, and the comparative group has about 2 points better. The statistical significance probability was a significant difference of .028. The results of this study may be used as a reference for the training of SW convergence education and future talent in the future.

The Educational Program Development of Creativity in Science-Technology-Society for Gifted and Talented Children based on GENEPLORE Creative Thinking Process and Theory of Knowledge Development (GENEPLORE 창의적 사고 과정 모델과 지식발달론에 기초한 영재아 과학-기술-사회(STS) 창의력 교육 프로그램 개발)

  • 전명남
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2003.05a
    • /
    • pp.74-87
    • /
    • 2003
  • A model of STS (Science-Technology-Society) creativity education program for the gifted and talented children has been developed, based on GENEPLORE thinking process and Knowledge development theory. The GENEPLORE creative thinking process, developed by Finke et al. (1990, 1992), has two phases such as generative phase and exploratory phase. And The knowledge development theories of Piaget (1977) and Gallagher(1981) assume that knowledge-bases are developed on the basis of empirical as well as reflective abstraction, which could imply that knowledge-bases are crucial in creative thinking process. The creativity education model for the gifted and talented of the present study attempted to integrate 'the individual, creative thinking process, and social/scientific technology' by employing topics of the science-technology-society such as computer, network, biotech, robot, e-business, e-education, e-health, nanotech and entertainment and the structure and contents of the program are proposed

  • PDF

A Study on Major Issues of Artificial Intelligence Using Keyword Analysis of Papers: Focusing on KCI Journals in the Field of Social Science (논문 키워드 분석을 통한 인공지능의 주요 이슈에 관한 고찰 : 사회과학 분야의 KCI 등재학술지를 중심으로)

  • Chung, Do-Bum;You, Hwasun;Mun, Hee Jin
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.7
    • /
    • pp.1-9
    • /
    • 2022
  • Today, artificial intelligence (AI) has emerged as a key driver of national competitiveness, but it is also causing unexpected side effects in society. This study intends to examine major social issues by collecting papers on AI targeting KCI journals in the field of social science. Therefore, we conducted keyword analysis of papers from 2016 to 2020. As a result of the analysis, the keywords for 'robot' and 'education' appeared the most, and the top six clusters (issues) were derived through the keyword network. The main issues are as follows: the background and/or basic concept of AI, AI education, side effects of AI, legal issues of AI-based creations, intention to use AI products/services, and AI ethics. The results of this study can be used to expand the discussion on the social aspects of AI and to find policy directions at the national level.

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
    • /
    • v.26 no.5
    • /
    • pp.779-785
    • /
    • 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.

A Research for Interface Based on EMG Pattern Combinations of Commercial Gesture Controller (상용 제스처 컨트롤러의 근전도 패턴 조합에 따른 인터페이스 연구)

  • Kim, Ki-Chang;Kang, Min-Sung;Ji, Chang-Uk;Ha, Ji-Woo;Sun, Dong-Ik;Xue, Gang;Shin, Kyoo-Sik
    • Journal of Engineering Education Research
    • /
    • v.19 no.1
    • /
    • pp.31-36
    • /
    • 2016
  • These days, ICT-related products are pouring out due to development of mobile technology and increase of smart phones. Among the ICT-related products, wearable devices are being spotlighted with the advent of hyper-connected society. In this paper, a body-attached type wearable device using EMG(electromyography) sensors is studied. The research field of EMG sensors is divided into two parts. One is medical area and another is control device area. This study corresponds to the latter that is a method of transmitting user's manipulation intention to robots, games or computers through the measurement of EMG. We used commercial device MYO developed by Thalmic Labs in Canada and matched up EMG of arm muscles with gesture controller. In the experiment part, first of all, various arm motions for controlling devices are defined. Finally, we drew several distinguishing kinds of motions through analysis of the EMG signals and substituted a joystick with the motions.

Art based STEAM Education Program using EPL (EPL을 활용한 예술 중심의 STEAM 교육 프로그램)

  • Jeon, SeongKyun;Lee, YoungJun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.19 no.4
    • /
    • pp.149-158
    • /
    • 2014
  • The rapidly changing 21st-century knowledge and information society is emphasizing converged education that crosses various academic fields. In particular, the society expected the cultivation of the talent who balance scientific creativity and artistic sensitivity by adding arts to the existing converged education revolving around science and technology. However, at present, most STEAM education has been actively conducted with a focus on science and technology, whereas the subject of arts has been regarded or utilized as a supplementary means. Its problem is that the educational characteristics and values of art education have not been effectively utilized in educational terms and this could lead to superficial integrated education. In this respect, this study had the knowledge of various fields, such as science, technology, and mathematics, utilized usefully during the process of experiencing and creating arts. Accordingly, this study designed an education programs as with the case of Nam-Jun Baek who expanded the dominion of arts by creatively utilizing his own time's scientific technologies. In this educational process, the target program was developed in a manner that enables EPL to be utilized essentially as the study's knowledge-based tool and medium. The results of applying this educational program in 5th-grade elementary school students showed that the program has positive effects on the creative attributes of the students.

A Policy of Ubiquitous Robot Technology Convergence based on Compound Sciences for the URC Project (네트워크기반 지능형 서비스 로봇(URC) 프로젝트를 위한 학제간 유비쿼터스 로봇기술 컨버전스 정책)

  • Han, Jeong-Hye;Lee, Jae-Yeon;Cho, Young-Jo
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2005.07b
    • /
    • pp.559-561
    • /
    • 2005
  • 본 연구에서는 2003년부터 정보통신부의 주도로 차세대 신성장 동력 산업으로 지능형 로봇 URC 프로젝트의 산업화 성공을 위하여 로봇 요소기술 뿐만 아니라, 컴퓨터과학과 정보통신공학의 IT와 기계공학의 RT를 인체공학, 심리학, 뇌과학, 언어학, 인지과학, 행동학 등의 복합과학적 HRI 연구와 결합하는 학제간 유비쿼터스 로봇기술 컨버전스의 필요성을 제시하고 정책적 육성 전략을 제시하였다. 즉, 복합과학적 HRI 연구 인력을 발굴하고 연구지원, 성인보다는 아동과 노인을 대상으로 HRI 현장 실험연구가 다양하게 이루어지도록 지원, HRI에 기반한 로봇 서비스를 정의하여 국제적 BM특허와 로봇 컨텐츠 표준화 로봇시장의 확대를 위한 사회학적 HRI 연구와 로봇의 역기능에 대한 HRI연구와 지원이 이루어져야 하겠다.

  • PDF

The Perception for Software Education of pre-Service Special Elementary Teacher (프로그래밍 도구에 따른 로봇활용수업 학습방안)

  • Kim, Se-min;Ryu, Chang-su;You, Kang-soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.10a
    • /
    • pp.635-637
    • /
    • 2016
  • The purpose of this study was to apply other programming tools such as robots parish. The robot was utilized for Lego Mindstorms NXT. Programming tools were used to block generic programming tools were used in the NXT-G, was used as a simulation programming tools MSRDS, mobile App Inventor is a programming tool (App Inventor). It can lead to interesting effects of learning and learning based on three programming tool above.

  • PDF