• Title/Summary/Keyword: educational robot

Search Result 222, Processing Time 0.024 seconds

Development of educational program based on STEAM using Picocricket (피코크리켓을 활용한 STEAM 기반 학습 프로그램 개발)

  • Kim, Myung-Jung;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2015.01a
    • /
    • pp.123-126
    • /
    • 2015
  • 본 논문에서는 지식융합시대에 발맞춰 피코크리켓을 활용한 STEAM 기반 학습 프로그램을 개발하고자 한다. STEAM 교육은 Science, Technology, Engineering, Arts, Mathematics 다섯 가지의 학문을 융합적으로 가르치는 교육을 의미한다. 이는 빠르게 변화하고 있는 사회에 적응하고 실생활 문제해결 및 창의적인 사고력을 배양하기 위해서 여러 교과를 같이 융합하여 가르쳐야 한다. 이를 위해 다양한 교육용 로봇을 활용해 STEAM 교육이 진행되고 있으며 이번 연구에서는 피코크리켓을 활용한 학습프로그램을 개발하고자 한다. 피코크리켓은 통합적인 문제상황을 해결하는 과제를 제시하고 해결하는데 유용한 교육용로봇이며 학습프로그램에 효과적으로 활용될 것이다.

  • PDF

A Case Study of the STEAM Educational Outreach Program Development and their Application (융합인재교육(STEAM)의 아웃리치 프로그램 개발 및 운영 사례)

  • Seo, Won-seok;Lee, Chang-hoon
    • Journal of Engineering Education Research
    • /
    • v.18 no.6
    • /
    • pp.38-45
    • /
    • 2015
  • This study aims to conduct a case study of the Science, Technology, Engineering, Arts, and Mathematics (STEAM) outreach program development and their application. This program was operated by 184 middle and high school students at C University on October 2014. The major results of these studies were as follows: First, The theme of the outreach program consisted of four engineering areas, aerospace engineering, chemical engineering, architectural engineering, and mechatronics (robot) engineering; moreover, the materials for the students' workbook, the guidebook for teachers, and the program operation manual for staffs in a university were developed by working with four authors and ten subject matter experts. Second, the satisfaction level with the contents and activities was ranged from 4.24-4.31 out of 5 points. Third, the vitalizing activation plan was discussed for the sustainable development and operation of the STEAM outreach program.

Design and Implementation of Low-Cost Articulate Manipulator for Academic Applications

  • Muhammad Asim Ali;Farhan Ali Shah
    • International Journal of Computer Science & Network Security
    • /
    • v.24 no.1
    • /
    • pp.17-22
    • /
    • 2024
  • The objective of this work is to design a low cost yet fully functional 4-DOF articulate manipulator for educational applications. The design is based on general purpose, programmable smart servo motors namely the Dynamixel Ax-12. The mechanism for motion was developed by formulating the equations of kinematics and subsequent solutions for joint space variables. The trajectory of end-effector in joint variable space was determined by interpolation of a 3rd order polynomial. The solutions were verified through computer simulations and ultimately implemented on the hardware. Owing to the feedback from the built-in sensors, it is possible to correct the positioning error due to loading effects. The proposed solution offers an efficient and cost-effective platform to study the trajectory planning as well as dynamics of the manipulator.

Robot-Assisted Learning using Educational Service Robots (교육 서비스 로봇을 활용한 로봇보조학습)

  • Han, Jeong-Hye;Jo, Mi-Heon
    • 한국정보교육학회:학술대회논문집
    • /
    • 2010.01a
    • /
    • pp.343-346
    • /
    • 2010
  • 최근 지능형 교육서비스로봇을 이용한 교육적 효과가 입증되면서, 유치원에 상용화가 시작되었으며, 2010년에는 초등학교 방과후 학교 영어수업을 위한 기술 개발과 필드 적용 연구가 진행되어 로봇보조학습, 즉 서비스로봇에 의한 r-Learning 패러다임의 본격적인 도래를 예고하고 있다. 이에 본 연구에서는 교육용 로봇의 개념과 종류를 정의하고, 관련 연구 동향을 살펴보았다.

  • PDF

C Programming Lab Using Educational Robot Software (교육용 로봇 소프트웨어를 활용한 C 프로그래밍 실습)

  • Park, Sangsoo
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2013.11a
    • /
    • pp.1643-1645
    • /
    • 2013
  • 기호, 키워드 및 문법을 기반으로 하는 C 프로그래밍 언어는 처음 접하는 컴퓨터 전공 및 비전공 학생들이 개념을 이해하는데 어려움을 겪는 경우가 많다. 최근 다양한 교육용 로봇이 보급되면서 보다 손쉽게 프로그래밍을 습득할 수 있는 그래픽 기반의 프로그래밍 방식이 제안되고 있다. 본 논문에서는 이러한 그래픽 기반의 프로그래밍 방식을 C 프로그래밍 실습에 활용하는 방법을 기술하고 그 효용성에 대해 분석한다.

Analysis of Educational Content Cases and Exploration of Utilization Plans (교육콘텐츠 사례 분석 및 활용 방안 탐색)

  • Yang, Ji-Won;Lee, Hyeong-Ok
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2022.05a
    • /
    • pp.739-741
    • /
    • 2022
  • 개인교수형, 반복학습형, 학습용 게임형, 시뮬레이션형 프로그램등의 교육콘텐츠등의 우수사례인 장애인식교육 이러닝센터와 Simcity 시리즈를 교육 목적, 교육 대상, 관련 교과목, 전달 매체, 전체 분량, 프로그램 및 학습 내용의 구조를 바탕으로 분석하여 교육 자료가 필요한 교수자들이 활용할 수 있는 방안을 모색하였다.

Modern Cause and Effect Model by Factors of Root Cause for Accident Prevention in Small to Medium Sized Enterprises

  • Kang, Youngsig;Yang, Sunghwan;Patterson, Patrick
    • Safety and Health at Work
    • /
    • v.12 no.4
    • /
    • pp.505-510
    • /
    • 2021
  • Background: Factors related to root causes can cause commonly occurring accidents such as falls, slips, and jammed injuries. An important means of reducing the frequency of occupational accidents in small- to medium-sized enterprises (SMSEs) of South Korea is to perform intensity analysis of the root cause factors for accident prevention in the cause and effect model like decision models, epidemiological models, system models, human factors models, LCU (life change unit) models, and the domino theory. Especially intensity analysis in a robot system and smart technology as Industry 4.0 is very important in order to minimize the occupational accidents and fatal accident because of the complexity of accident factors. Methods: We have developed the modern cause and effect model that includes factors of root cause through statistical testing to minimize commonly occurring accidents and fatal accidents in SMSEs of South Korea and systematically proposed educational policies for accident prevention. Results: As a result, the consciousness factors among factors of root cause such as unconsciousness, disregard, ignorance, recklessness, and misjudgment had strong relationships with occupational accidents in South Korean SMSEs. Conclusion: We conclude that the educational policies necessary for minimizing these consciousness factors include continuous training procedures followed by periodic hands-on experience, along with perceptual and cognitive education related to occupational health and safety.

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
    • /
    • v.18 no.4
    • /
    • pp.575-584
    • /
    • 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.

Bead Visualization Using Spline Algorithm (스플라인 알고리즘을 이용한 비드 가시화)

  • Koo, Chang-Dae;Yang, Hyeong-Seok;Kim, Maeng-Nam
    • Journal of Welding and Joining
    • /
    • v.34 no.1
    • /
    • pp.54-58
    • /
    • 2016
  • In this research paper, suggest method of generate same bead as an actual measurement data in virtual welding conditions, exploit morphology information of the bead that acquired through robot welding. It has many multiple risk factors to Beginners welding training, by we make possible to train welding in virtual reality, we can reduce welding training risk and welding material to exploit bead visualization algorithm that we suggest so it will be expected to achieve educational, environmental and economical effect. The proposed method is acquire data to each case performing robot welding by set the voltage, current, working angle, process angle, speed and arc length of welding condition value. As Welding condition value is most important thing in decide bead form, we would selected one of baseline each item and then acquired metal followed another factors change. Welding type is FCAW, SMAW and TIG. When welding trainee perform the training, it's difficult to save all of changed information into database likewise working angle, process angle, speed and arc length. So not saving data into database are applying the method to infer the form of bead using a neural network algorithm. The way of bead's visualization is applying the spline algorithm. To accurately represent Morphological information of the bead, requires much of morphological information, so it can occur problem to save into database that is why we using the spline algorithm. By applying the spline algorithm, it can make simplified data and generate accurate bead shape. Through the research paper, the shape of bead generated by the virtual reality was able to improve the accuracy when compared using the form of bead generated by the robot welding to using the morphological information of the bead generated through the robot welding. By express the accurate shape of bead and so can reduce the difference of the actual welding training and virtual welding, it was confirmed that it can be performed safety and high effective virtual welding education.

Development and Case Review of IT Convergence GoGo Bumper Car Project (IT융합 기반의 고고범퍼카 콘텐츠 개발 및 프로젝트 적용 사례)

  • Park, Hong-Joon;Jun, Young-Cook
    • The Journal of Korean Association of Computer Education
    • /
    • v.18 no.2
    • /
    • pp.21-33
    • /
    • 2015
  • This paper aims at developing IT convergence robot education contents using open hardware-based GoGo Board and presenting three cases that were applied into educational settings with elementary and middle school students. Several types of data for their activities were collected: photos, work output, survey data, video data and interview with robot teacher and students. Each student experienced building up a GoGo Bumper Car with touch sensors attached at front and back sides and figuring out the principle of digital board control and operating of electronic devices by sensing. The participants, in the following phases, conducted domino chain-reaction with GoGo Bumper Cars and acquiring GoGo Driving Licence by driving test on three different road maps. Students in a gifted education program creatively implemented their own ideas as part of robotic art. The result of case analysis showed that the proposed project provides students not only intimacy for technology, fun, concentration but her own empowerment for developing ideas and creative implementation.