creation of convergence contents using robotpsrcentre.org/images/extraimages/2 214317.pdf ·...
TRANSCRIPT
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
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3rd International Conference on Mechanical, Automobile and Robotics Engineering (ICMAR'2014) Feb. 11-12, 2014 Singapore
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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
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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/
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