• Title/Summary/Keyword: Robot-based Education

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Development of Smart Device based Elementary Robot Programming Course for Improving Convergence Thinking (융합적 사고 향상을 위한 스마트 기기 기반의 초등 로봇 프로그래밍 교육 방법 개발)

  • Yoon, Il-Kyu;Jang, Yun-Jae;Lee, Won-Gyu
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.235-236
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    • 2014
  • 본 논문에서는 스마트 기기로 제어 가능한 교육용 로봇을 활용하여 초등 학습자들의 융합적 사고를 향상 시킬 수 있는 교육방법을 제안하고자 한다. 초등 학습자들을 대상으로 실질적인 융합 교육이 이루어지기 위해서는 융합 과정을 체계적으로 체험하고, 이러한 과정을 통해서 새로운 가치를 발견하고 구체화 할 수 있는 환경이 요구된다. 따라서 본 논문에서는 융합 과정을 학습자들의 수준에 맞게 세분화하고 학습자들의 흥미와 창의성 발현에 효과적인 스마트 기기 기반의 교육용 로봇을 활용하여 구체화 할 수 있는 교육 방법을 설계하였다.

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Development of PBL program for elementary school students using educational robot, pico-cricket (피코크리켓 교육용로봇을 활용한 초등학생 대상 PBL학습프로그램 개발)

  • Kim, Eun-Jung;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.229-232
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    • 2011
  • 초등학생들의 학습에서 학생들이 알고 있는 지식을 이용하여 Project를 해결해가면 그 과정에서 지식이 살아있게 되고 지식이 더 깊어질 것이다. 주입식으로 지식을 알아가기보다 스스로 과제를 해결해가면서 무엇을 알고 무엇을 모르는지 스스로 깨닫고 알아가는 학습이 필요하다. PBL학습은 프로젝트를 해결하기 위해 학생들이 자기주도적으로 이끌어가는 학습이다. Piaget의 인지발달이론에서 구체적조작기에 해당하는 초등학생시기에는 직접 만질 수 있는 학습도구인 교육용로봇이 효과가 있을 것이다. 이에 교육용로봇인 피코크리켓을 활용하여 PBL학습프로그램을 개발하였다.

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Development of educational program for elementary school students using educational robot based on STEAM (STEAM 기반 교육용 로봇 활용 초등학생 대상 학습 프로그램 개발)

  • Kwon, Soon-Beom;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.221-224
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    • 2011
  • 본 논문에서는 최근 교육부에서 강조하고 있는 STEAM 교육을 기반으로 한 교육용 로봇 활용 초등학생 대상 학습 프로그램을 개발을 하고자 한다. STEAM 교육은 Science, Technology, Engineering, Art, Mathematics 다섯 교과를 융합적으로 가르치는 교육을 의미한다. 실생활과의 연계를 중요시하는 최근 교육의 경향을 볼 때, 한 가지 교과만으로는 실생활과의 연계를 설명할 수 없기 때문에 여러 교과를 같이 융합하여 가르쳐야 한다. 이와 관련하여 교육용 로봇을 활용하여 지도하는 방법을 모색하고자 한다. 구체물을 사용하여 조작하는 것은 초등학생의 인지발달단계와도 맞물려 있으므로 흥미있게 주제에 접근하는 좋은 방법이 될 것이다.

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Fuzzy Logic Based Navigation for Multiple Mobile Robots in Indoor Environments

  • Zhao, Ran;Lee, Dong Hwan;Lee, Hong Kyu
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.15 no.4
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    • pp.305-314
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    • 2015
  • The work presented in this paper deals with a navigation problem for multiple mobile robot system in unknown indoor environments. The environment is completely unknown for all the robots and the surrounding information should be detected by the proximity sensors installed on the robots' bodies. In order to guide all the robots to move along collision-free paths and reach the goal positions, a navigation method based on the combination of a set of primary strategies has been developed. The indoor environments usually contain convex and concave obstacles. In this work, a danger judgment strategy in accordance with the sensors' data is used for avoiding small convex obstacles or moving objects which include both dynamic obstacles and other robots. For big convex obstacles or concave ones, a wall following strategy is designed for dealing with these special situations. In this paper, a state memorizing strategy is also proposed for the "infinite repetition" or "dead cycle" situations. Finally, when there is no collision risk, the robots will be guided towards the targets according to a target positioning strategy. Most of these strategies are achieved by the means of fuzzy logic controllers and uniformly applied for every robot. The simulation experiments verified that the proposed method has a positive effectiveness for the navigation problem.

The Effects of the Robot Based Instruction on Improving Immersion Learning (로봇활용수업이 학생의 학습몰입 향상에 미치는 효과)

  • Kim, Kyung-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.14 no.2
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    • pp.1-12
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    • 2011
  • This paper is to explore the effects of Robot Based Instruction(RBI) on improving immersion learning. According to our research, we found out that there is significant improvement in learning immersion and there's 9 sub-factors score after RBI was applied. Also from the result that there is no significant difference between male and female students in learning immersion score, we can found that RBI can improve the learning immersion of students regardless of the learner's sex. The result of verification on the learning immersion is difference by subjects showed that there is significant improvement only in korean, science, art subject among 7 subjects. The above-mentioned results are based on as follows two reasons. First, RBI is efficient to improve students' internal motivation and ownership about tasks, and that is related to environment of learning and instruction focused on authentic task and practice. Second, educational advantages of robot media was reflected appropriately in RBI, also appropriate instructional environment for RBI was supported.

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The Implementation of Mobile Robot for Education based on Module (모듈 기반형 교육용 이동 로봇 구현)

  • Moon, Yong-Sun;Lee, Young-Pil;Seo, Dong-Jin;Kim, Eun-Ju;Bae, Young-Chul
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2008.04a
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    • pp.101-103
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    • 2008
  • 본 논문에서는 모듈 기반형 교육용 이동 로봇을 구현하였다. 구현한 교육용 로봇은 앞으로 로봇설계에서 요구하는 "모듈화" 개념에 기반하여 설계하고 구현하였으며 사용자의 요구에 따라 필요한 요소들 추가적으로 부착할 수 있는 시스템으로 구성하였다.

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An Educational Robot Game Framework for Programming Leaning in K-12 (프로그래밍 학습을 위한 교육용 로봇 게임 프레임워크)

  • Kwon, Dai-Young;Shim, Jae-Kwoun;Hur, Kyoung;Lee, Won-Gyu
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.89-94
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    • 2010
  • This paper proposes an educational robot game framework for novice students in k-12 to learn concepts of programming through interesting experiences. It is designed to be able to enjoy robot games without technical knowledge of robotics and programming. For this, in the proposed robot game framework, educational robots based on line-tracer are used and the programming APls that can be used for various educational programming languages are offered. And the proposed robot game framework also offers a game board to create several games with easy operations. Additionally, through experiments, it shows that novice students are able to create different games that have several game solutions for various programming using this robot game framework.

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A Study on the Implementation of Wireless Searching Robot through the Capstone design courses (캡스톤 디자인 과목을 통한 무선탐사 로봇 제작 연구)

  • Cho, Kyoung-Woo;Chang, Eun-Young
    • Journal of Practical Engineering Education
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    • v.6 no.1
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    • pp.23-29
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    • 2014
  • In this study, there is a modeling for the procedure and operational method of the project based capstone design and related products which are a certificate of graduate qualification, and those results were evaluated by self-review and the performance assessment. Processing of research based on wireless searching robot is described according to the model. Before one semester by the end of to the assessment, the design thesis of capstone results was fixed to 18 groups with two people in each group. 13 teams out of 18 teams are satisfied the criteria of evaluation, and they all got a grade over 60 points and the other teams are not qualified at the first stage of final judgment. The total team mean average is 71.79. The research based on wireless searching robot was earned the highest average point among the other teams which is 96.1.

Development of robot programming activity based on smart device (스마트기기 활용 로봇 프로그래밍 활동 개발)

  • Jang, Yun-Jae;Yoon, Il-Kyu;Lee, Won-Gyu
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.241-242
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    • 2014
  • 본 논문에서는 학습자의 스마트기기 인식 변화를 위한 로봇 프로그래밍 수업 단계 및 인식에 대한 설문 도구를 제안한다. 폭발적으로 증가하는 스마트기기 사용 환경에 노출된 어린 학습자에게 스마트기기의 올바른 활용을 위한 인식을 심어줌으로써, 스마트기기의 올바른 활용 방안을 인식할 수 있도록 한다. 또한 스마트기기의 다양한 기능을 활용한 로봇을 조립하고 프로그래밍을 작성해 봄으로써, 스마트기기에 대한 인식의 긍정적인 변화를 기대한다. 학습자의 스마트기기에 대한 인식은 스마트기기 활용 로봇 프로그래밍 수업의 사전, 사후 검사를 통해 인식의 변화를 측정한다. 특히 학습자가 수업 후 자신의 생각이 바뀐 이유를 기술함으로써, 로봇 프로그래밍 수업을 활용한 인식 변화의 요인을 파악하는데 기초 자료로 사용될 것이다.

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Robotics Projects at Pusan National University

  • Kwak, Seung-Chul;Sung, Ji-Hoon;Shim, In-Bo;Yoon, Joong-Sun
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.814-819
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    • 2004
  • Soft engineering, based on symbiotic coexistence of human, machines and environment, is a new engineering field to explore the proper technology and the proper way of engineering. To explore soft engineering intents easily, various robot projects at Pusan National University conducted are presented. Thought experiment, interactive e-leaning, rapid prototyping engineering, biomimciry, tangibility, and ubiquity are concepts to be explored. Thought experiments projects are organized and performed, which include robot assembly game, Turing test, and robotics in science fiction. "Junk robot project" and "ubiquitous Pusan National University (u-PNU) project" have been organized. Also, bug robot project, interactive robot project, and interactive emotional robot projects are introduced. Weekly science fiction films are shown and discussed.

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