creation of convergence contents using robotpsrcentre.org/images/extraimages/2 214317.pdf ·...

3
AbstractCreative engineering design software is required for the development of problem-solving abilities, creativity and decision-making skills, which are required in the future society. There is a remarkable sense of accomplishment accompanying the design and operation of robots for STEAM education, including problem comprehension, research, development, realization, and assessment of results. The robot is considered to be a suitable tool for STEAM education regarding science, technology, engineering, and math curriculum. Methods of utilizing robots for academic purposes have been influenced by the convergence of design education. In this paper, contents for convergence education of a variety of disciplines were presented by implementing an amusement park using robots. KeywordsRobot Education, STEAM, Convergence Contents. I. INTRODUCTION N the 21st century, creativity is a driving force for the development of individuals and nations. In knowledge-based society, knowledge is created, and it becomes a source of social wealth, which serves as the core that constitutes the competitiveness of the nation, including individuals. In the future social life, where everything is constantly changing each day, it is impossible to cope with problems effectively only with knowledge learned from schools, and attention is focused on creativity to come up with ingenious solutions[1]. Self-regulated problem solving, comprehension and learning are more preferred than lecture-based education. The direction of education needs to be changed towards the development of creative, learner-centered and self-directed learning abilities that produce new knowledge and information based on the existing knowledge and information. In this regard, this study attempted to configure electrical, electronic, mechanical, computer communications, and engineering technologies, as well as learning activities, and to propose STEAM education programs regarding problem-solving processes. STEAM education was designed to develop students’ creativity and sensitivity by adding artistic elements to STEM education, which was introduced to the United States for the purpose of strengthening mathematics and science education [2]. STEAM, an abbreviation of Science, Technology, Engineering, Arts and Mathematics, is promoted to foster creative science talent, along with the combination of the five disciplines such as science, Hee-Sun Kim is with the Department of Multimedia Engineering, Andong National University, 388 Songchun-dong, Andong, Gyungbuk, 760-749, Korea(corresponding author to provide phone:+82-54-820-5478; fax:+82-54-820-6257; e-mail: [email protected] ). YunJeong Nam is with Department of Multimedia Engineering, Andong National University, 388 Songchun-dong, Andong, Gyungbuk, 760-749, Korea (e-mail: [email protected] ). technology, engineering, arts, and mathematics. Meanwhile, the educational robot helps students to boost their interest in learning, becoming motivated, participating throughout its operation, increasing problem solving skills, working with sensors, and enhancing computer programming skills. The educational contents were implemented with the use of the Roborobo educational robot, which is a newly developed product. II. DESIGN OF CONVERGENCE EDUCATION CONTENTS For convergence education, appropriate instrumental variables of education should be selected. In recent years, robots have been effectively utilized in the field of education focusing on STEAM curriculum as a practical, experimental and operational instrument of education[3]. Robots are considered as tools suitable for STEAM education as they are related to science, technology, engineering, and mathematics. With the recent development of interest in robotics education, students will experience a variety of thinking processes through their problem solving skills by observing components of electrical and electronic products, devising electrical and electronic inventions, and implementing the use of robots. Ms. Georgette Yakman, the founder of STEAM, presented her own ideas in the form of a pyramid as shown in Figure 1[4]. Fig. 1 STEAM Education Pyramid Model Roborobo’s educational robot kit product was designed for students to acquire knowledge on electrical and electronic principles, as well as the principle of structures, while assembling and operating robots, and taking advantage of the robots for STEAM education according to their interests. As a Creation of Convergence Contents Using Robot Hee-Sun Kim, and YunJeong Nam I 3rd International Conference on Mechanical, Automobile and Robotics Engineering (ICMAR'2014) Feb. 11-12, 2014 Singapore 6

Upload: others

Post on 21-Jul-2020

0 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Creation of Convergence Contents Using Robotpsrcentre.org/images/extraimages/2 214317.pdf · operation of robots for STEAM education, including problem comprehension, research, development,

Abstract—Creative engineering design software is required for the

development of problem-solving abilities, creativity and

decision-making skills, which are required in the future society. There

is a remarkable sense of accomplishment accompanying the design and

operation of robots for STEAM education, including problem

comprehension, research, development, realization, and assessment of

results. The robot is considered to be a suitable tool for STEAM

education regarding science, technology, engineering, and math

curriculum. Methods of utilizing robots for academic purposes have

been influenced by the convergence of design education. In this paper,

contents for convergence education of a variety of disciplines were

presented by implementing an amusement park using robots.

Keywords—Robot Education, STEAM, Convergence Contents.

I. INTRODUCTION

N the 21st century, creativity is a driving force for the

development of individuals and nations. In knowledge-based

society, knowledge is created, and it becomes a source of

social wealth, which serves as the core that constitutes the

competitiveness of the nation, including individuals. In the

future social life, where everything is constantly changing each

day, it is impossible to cope with problems effectively only with

knowledge learned from schools, and attention is focused on

creativity to come up with ingenious solutions[1].

Self-regulated problem solving, comprehension and learning

are more preferred than lecture-based education. The direction

of education needs to be changed towards the development of

creative, learner-centered and self-directed learning abilities

that produce new knowledge and information based on the

existing knowledge and information. In this regard, this study

attempted to configure electrical, electronic, mechanical,

computer communications, and engineering technologies, as

well as learning activities, and to propose STEAM education

programs regarding problem-solving processes. STEAM

education was designed to develop students’ creativity and

sensitivity by adding artistic elements to STEM education,

which was introduced to the United States for the purpose of

strengthening mathematics and science education [2]. STEAM,

an abbreviation of Science, Technology, Engineering, Arts and

Mathematics, is promoted to foster creative science talent, along

with the combination of the five disciplines such as science,

Hee-Sun Kim is with the Department of Multimedia Engineering, Andong

National University, 388 Songchun-dong, Andong, Gyungbuk, 760-749,

Korea(corresponding author to provide phone:+82-54-820-5478;

fax:+82-54-820-6257; e-mail: [email protected] ).

YunJeong Nam is with Department of Multimedia Engineering, Andong

National University, 388 Songchun-dong, Andong, Gyungbuk, 760-749,

Korea (e-mail: [email protected] ).

technology, engineering, arts, and mathematics. Meanwhile, the

educational robot helps students to boost their interest in

learning, becoming motivated, participating throughout its

operation, increasing problem solving skills, working with

sensors, and enhancing computer programming skills. The

educational contents were implemented with the use of the

Roborobo educational robot, which is a newly developed

product.

II. DESIGN OF CONVERGENCE EDUCATION CONTENTS

For convergence education, appropriate instrumental

variables of education should be selected. In recent years,

robots have been effectively utilized in the field of education

focusing on STEAM curriculum as a practical, experimental

and operational instrument of education[3]. Robots are

considered as tools suitable for STEAM education as they are

related to science, technology, engineering, and mathematics.

With the recent development of interest in robotics education,

students will experience a variety of thinking processes through

their problem solving skills by observing components of

electrical and electronic products, devising electrical and

electronic inventions, and implementing the use of robots. Ms.

Georgette Yakman, the founder of STEAM, presented her own

ideas in the form of a pyramid as shown in Figure 1[4].

Fig. 1 STEAM Education Pyramid Model

Roborobo’s educational robot kit product was designed for

students to acquire knowledge on electrical and electronic

principles, as well as the principle of structures, while

assembling and operating robots, and taking advantage of the

robots for STEAM education according to their interests. As a

Creation of Convergence Contents Using Robot

Hee-Sun Kim, and YunJeong Nam

I

3rd International Conference on Mechanical, Automobile and Robotics Engineering (ICMAR'2014) Feb. 11-12, 2014 Singapore

6

Page 2: Creation of Convergence Contents Using Robotpsrcentre.org/images/extraimages/2 214317.pdf · operation of robots for STEAM education, including problem comprehension, research, development,

result, it increased their sense of accomplishment, creativity,

and problem-solving abilities through its design, along with

science, technology, engineering, art, music, and the STEAM

instruction models.

Table I shows the design of the STEAM instruction model to

help creative learning programs utilizing robots. In the area of

arts, students were encouraged to assemble robots they wanted

to make and express the story through the programming

activities. TABLE I

STEAM-BASED EDUCATIONAL ROBOT UTILIZATION

STEAM

disciplines Robot utilization methods

Science/

Study of the strength

Suggestion of acceleration and deceleration

through the rotation of the motor

Engineering

Problem-solving methods and assembly

Input/output devices and programming

control

Mathematics Study on the measurement and use of the

system

Art Study on colors and complementary colors

through the rotation of LED and DC motors

Music

Study on the sound and melody through the

output of buzzer board by recognizing

contact sensors

Convergence contents are made in the order of finding out

problems in the robot education model, problem solving,

modeling, and robot programming.

III. MAKING OF CONVERGENCE EDUCATION CONTENTS

STEAM-based convergence contents were made to cultivate

convergence thinking and problem-solving abilities with the use

of robots. Assembly was made using Roborobo’s robot kit, and

programming was performed using the Rogic program with the

recommended operating environment specifications of Pentium

1G RAM 256, HDD 500MB, and Windows XP/Windows 7. As

shown in Figure 2, an amusement park was implemented using

Roborobo with STEAM-based convergence contents.

Fig. 2 Education contents using a STEAM-based Robot

Table II shows components utilized in engineering design when

making a robot model as shown in Figure 2.

TABLE II

COMPONENTS AND UTILIZATION USED IN THE DESIGN OF STEAM EDUCATION

Robot Name Light racer

Utilization Components

CPU, DC motor, infrared sensor board

It refers to a robot with a simple form, which moves along

the black line on the white floor or vice versa, and its

technology is widely used in automatic guided vehicles

(AGVs) for transporting goods in industries.

Educational benefits:

Students can create their desired shape of the robot, as

well as cultivate engineering and creative

problem-solving skills, team work, and communication

skills.

Robot Name Rotating swing

Utilization Components

CPU, DC motor, 3 contact sensors

Rotating Swing is used in the amusement park and rotated

using DC motor, while both the acceleration and

deceleration models were implemented by pressing the

contact sensor.

Educational benefits:

It helps develop self-directed learning by allowing the

students to devise, make and solve challenges, such as

speed and quickness, among the principles of

mathematics and science.

Robot Name Windmill

Utilization Components

CPU, DC motor, LED

A windmill is used in the amusement park and implemented

by rotating the colored papers using a DC motor and LED

with respect to colors and complementary colors.

Educational benefits:

The art area was added on the basis of light, color and

creativity.

3rd International Conference on Mechanical, Automobile and Robotics Engineering (ICMAR'2014) Feb. 11-12, 2014 Singapore

7

Page 3: Creation of Convergence Contents Using Robotpsrcentre.org/images/extraimages/2 214317.pdf · operation of robots for STEAM education, including problem comprehension, research, development,

Robot Name Automobile that produces a melodic

sound

Utilization Components

CPU, contact sensor, buzzer board

If detected by a contact sensor, it will make a buzzing or

melodic sound.

Educational benefits:

The area of arts was added by using robots to make music

and making the students feel the joy of creation, and a

storytelling lesson was conducted.

Table III shows educational effects as expected through the

use of robots. A variety of sensors were used in robot class, and

educational effects, such as improving creativity, reasoning

and imagination, can be anticipated by making their own

robots. TABLE III

EDUCATIONAL EFFECTS EXPECTED FROM UTILIZING ROBOTS

-Experiencing operational principles

of instruments and machines in the

process of combining various models

-Brain development through the use of

natural hand gestures

-Sensor, electronic, mechanical, and

computer technology training

-Development of creativity

-Understanding and learning of the

internal structures and movements of

objects, and improving spatial

perception

Figure 3 shows the screen of the Rogic program. Due to the

GUI (Graphical User Interface), students can conduct

programming without difficulty, improve logical and

mathematical basic skills, and experience technical equation

through the flowchart of an algorithm. In addition, complex

programs, including the use of variables, various control

statements (while, if, break, loop, etc.), and function calls are

available, and fine-grained control can be achieved with the

C-language program.

Fig. 3 Language creation using logic program

IV. CONCLUSION

The implementation of education utilizing robots allows

students to improve their creative and cognitive skills. It should

provide them with opportunities to promote creativity and

problem-solving skills, and to develop a sense of cooperation.

It is expected that the ability to apply knowledge and

information technology, understand the materials, ability to plan

and conduct analysis and experiments, ability to perform design

that reflects constraints, ability to recognize problems and

solving them through formulation, ability to use technologies,

methods and tools required for practical business affairs, role as

a member of the team, and communication skills will be very

helpful in improving academic achievement and adaptability to

their workplace in the future through education models that take

advantage of creative problem-solving techniques.

REFERENCES

[1] Y. M. Seo, Y. J. Lee, “The value and direction of robot education in the

elementary school curriculum”, The proceeding of KOREA Society of

computer and information , Vol. 20, No. 2, 2012.

[2] S.B. Kwon, D. S. Nam, T. W. Lee, “Development of educational program

for elementary school students using educational robot based on

STEAM”, The proceeding of KOREA Society of computer and

information, Vol. 19, No. 2, 2011.

[3] S. JeongBeom, S. SooBum Shin, L, TaeWuk, "A study on Effectiveness

of STEM Integration Education Using Educational Robot", Korea

Society of Computer Information, Vol, 15, No. 6, pp. 81-89, 2010

[4] Y. Georgette, "what is the point of STEAM/" http://www.steamedu.com/

3rd International Conference on Mechanical, Automobile and Robotics Engineering (ICMAR'2014) Feb. 11-12, 2014 Singapore

8