Dissertations / Theses on the topic 'LEGO MINDSTORMS'

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1

Tian, Yuan. "Simulation for LEGO Mindstorms robotics." Lincoln University, 2008. http://hdl.handle.net/10182/304.

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The LEGO® MINDSTORMS® toolkit can be used to help students learn basic programming and engineering concepts. Software that is widely used with LEGO MINDSTORMS is ROBOLAB, developed by Professor Chris Rogers from Tufts University, Boston, United States. It has been adopted in about 10,000 schools in the United States and other countries. It is used to program LEGO MINDSTORMS robotics in its icon-based programming environment. However, this software does not provide debug features for LEGO MINDSTORMS programs. Users cannot test the program before downloading it into LEGO robotics hardware. In this project, we develop a simulator for LEGO MINDSTORMS to simulate the motions of LEGO robotics in a virtual 3D environment. We use ODE (Open Dynamic Engine) and OpenGL, combined with ROBOLAB. The simulator allows users to test their ROBOLAB program before downloading it into the LEGO MINDSTORMS hardware. For users who do not have the hardware, they may use the simulator to learn ROBOLAB programming skills which may be tested and debugged using the simulator. The simulator can track and display program execution as the simulation runs. This helps users to learn and understand basic robotics programming concepts. An introduction to the overall structure and architecture of the simulator is given and is followed by a detailed description of each component in the system. This presents the techniques that are used to implement each feature of the simulator. The discussions based on several test results are then given. This leads to the conclusion that the simulator is able to accurately represent the actions of robots under certain assumptions and conditions.
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2

Gečas, Antanas. "Lego Mindstorms NXT roboto valdymas nuotoliniu būdu." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2012. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2012~D_20120702_125923-15810.

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Šis darbas analizuoja LEGO Mindsorms NXT 1.0 roboto konstrukciją bei jo nuotolinio valdymo galimybes. Robotas gali būti valdomas per Bluetooth bevielį ryšį, taigi valdymui bus naudojamas išmanusis telofonas su Android operacine sistema. Telefonas suteikia daug valdymo galimybių, tokių kaip liečiamas ekranas, kelių programų vykdymas vienu metu ir Bluetooth bevielis ryšys. Valdymo programa parašyta Java programavimo kalba. Ji leis valdyti visus tris roboto varikliukus (du iš jų naudojami roboto judėjimui, o trečias mechaninei rankai valdyti). Robotas turi keturis aplinkos jutiklius: lietimo, garso, šviesos ir atstumo. Sukurta programa leis gauti jutiklių duomnenis ir atvaizduoti juos ekrane: mygtuko būseną, garsą decibelais, šviesumą procentais ir atstumą centimetrais. Trečioji programos funkcija leis vykdyti programas, kurios įrašytos robote.
This work analyses LEGO Mindsorms NXT 1.0 robot construction and remote controlling possibilities. The robot can be controlled via Bluetooth wireless connection therefore we use smart phone with Android operating system as controlling device. It gives wide range of controlling opportunities including touch screen, multitasking and Bluetooth wireless connection. The controlling software is written in Java programming language. It allows controlling all tree servomotors (two of them will be uses for moving the robot and the third one “hand” actions). Robot has four environment sensors: touch, sound, light and distance. Created Android application allows reading data from it and to display it on screen: touch as action, sound in dB, light intensity in %, and distance in cm. The third function of created software is ability to run preinstalled programs within the robot.
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3

Gunten, Kaspar von. "Macrobot a framework for adaptive robots with lego mindstorms /." Zürich : ETH, Eidgenössische Technische Hochschule Zürich, Department of Information Science, Institute for Pervasive Computing, Information and Communication Group, 2002. http://e-collection.ethbib.ethz.ch/show?type=dipl&nr=83.

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4

Jaxne, Kristofer. "Control system for automated industry applied with LEGO Mindstorms." Thesis, Linköpings universitet, Fysik och elektroteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119952.

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Syftet med denna rapport är att redovisa ett examensarbete på kandidatnivå inom elektronik. Arbetet har syftat till att skapa en modell av en automatiserad industri i en liten skala. Modellen skulle vara enkel att använda för att visualisera hur automatisering fungerar i praktiken och hur ett styrsystem byggs. För att få ett bra genomförande och en verklighetstrogen modell studerades exempel från industrin och metoder för att optimera. Eftersom enkelhet var viktigt byggdes styrsystemet från grunden för att få full kontroll över systemet. En modell byggdes med LEGO® Mindstorms® som mekanisk grund och två robotar programmerades i C# att hantera ett orderflöde. Orderflödet styrdes från ett webbaserat användargränssnitt och kommunikationen hanterades genom en databas.
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5

Gustavsson, Jenny. "A school student laboratory using robotics Based on Lego Mindstorms." Thesis, KTH, Skolan för teknikvetenskap (SCI), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-93440.

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This report presents a thesis done at the programme Master of Science in Engineering and Education at KTH and SU. This project aims to create a laboratory work trying to inspire students for the technical subjects (mathematics, physics, technology and computer science) and is conducted at the department IfU at RWTH University in Aachen, Germany. It is a part of the project RoboScope, developed in Germany to inspire young people to study more engineering. This laboratory work uses Lego Mindstorms and the students should work with robotics. The laboratory work is based on a theme; the students will build a robot that can complete a specific task, a rescue task in a nuclear power plant. The new parts in the laboratory work “Rescue Work” involve more interactivity, higher degree of freedom, older students and the programming is made in Java. The laboratory work uses the model of Brall. Evaluation of the laboratory work has been done together with colleagues at IfU and a group of school students.
Denna rapport redovisar ett examensarbete gjort på programmet Civilingenjör och Lärare på KTH och SU. Examensarbetets syfte är att skapa en laboration för att försöka inspirera studenter till de tekniska ämnena (matematik, fysik, teknik och datavetenskap) och är genomfört vid institutionen IfU på universitetet RWTH i Aachen, Tyskland. Den är en del av ett projekt RoboScope, drivet i Tyskland för att inspirera fler elever till att studera till ingenjörer. Denna laboration använder sig av Lego Mindstorms och studenterna arbetar med robotik. Laborationen utgår från ett tema och studenterna ska bygga en robot som kan genomföra den specifika uppgiften de blir tilldelade. Uppgiften är en räddningsaktion i ett kärnkraftverk. De nya delarna i denna laboration involverar mer interaktivitet, högre frihetsgrader, äldre elever och programmeringen genomförs i Java. Laboration använder sig av modellen av Brall. En utvärdering är gjord tillsammans med kollegor på IfU och en grupp av studenter.
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6

YANG, GEPENG, and JONATHAN ADOLFSSON. "Modular Scaled Development Platform for Steering Algorithms using LEGO Mindstorms." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263166.

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The topic of the thesis is to build physically similar systems to simulate behaviors of real-life heavy-duty vehicles using LEGO Mindstorms as hardware platform and Buckingham π theorem as theoretical basis for the parameter scaling. The thesis work includes software and hardware system design and theoretical research in order to prove a newly proposed concept: Using LEGO to build a scaled model of real-life vehicles with specific similar physical properties. To implement the work described above, scaled models were built with LEGO and a software and hardware system was developed for controlling the scaled model. Tests were performed both on real-life vehicles and scaled models. A generalized mathematical model for the vehicle was derived in order to interpret the behaviors of the vehicle in a scientific way. Then, test results of both real-life vehicles and the corresponding scaled model were compared with the mathematical model in order to investigate if they have similar behaviors. Finally it was concluded that the scaled model built with LEGO Mindstorms combined with Buckingham π theorem could calculate the speed and turning radius of the physically similar real-life vehicle with an average accuracy of 94.68% within low speed, conservatively speaking. For further investigation and research, similar research could be performed with higher speeds to generalize the conclusions and results.
Uppsatsen ämnar till att bygga ett fysiskt likvärdigt system, som simulerar beteendet av verkliga tunga fordon, med LEGO Mindstorms som hårdvaruplattform och med Buckingham П teoremet som teoretisk grund from skalning av parametrar. Arbetet inkluderar mjukvaru- och hårdvarusystemdesign samt teoretisk forskning för att kunna bevisa ett nyligen föreslaget koncept: Att använda LEGO för att bygga en skalad modell av verkliga fordon med specifika likartade fysiska egenskaper. För att implementera det ovan föreslagna arbetet, byggdes skalade modeller i LEGO samt ett kombinerat hård- och mjukvarusystem för att styra den skalade modellen. Tester utfördes på både riktiga lastbilar samt de skalade modellerna. För att kunna identifiera parametrar samt simulera och tyda fordonens beteende så adapterades en generell matematisk modell. Testresultaten för på verkliga samt motsvarande skalade modeller jämfördes med den matematiska modellen för att påvisa om beteendet är likartat. Till sist drogs slutsatsen att den skalade modellen bygg med LEGO Mindstorms och parameterskalad med hjälp av Buckingham П teoremet kunde beräkna skalningsfaktorn av hastighet samt svängradie för det fysiskt likartade fordonet med en tillförlitlighet på 94.68%, konservativt räknat. Detta gäller för låga hastigheter och som fortsatt forskning skulle en liknande studie med starkare och snabbare motorer genomföras för att generalisera slutsatserna och resultaten.
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7

Baylan, Ömer. "Extending Lego Mindstorms NXT Functionality Using Internet-Connected Android Device." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-22660.

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8

Souza, Kleber Marcio de. "Identificação e controle unidirecional em robôs móveis utilizandoKit Robótico Lego Mindstorms." Universidade Estadual de Londrina. Centro de Tecnologia e Urbanismo. Programa de Pós-Graduação em Engenharia Elétrica, 2014. http://www.bibliotecadigital.uel.br/document/?code=vtls000191362.

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Atualmente robôs móveis estão sendo usados em diversas aplicações como: vigilância e tarefas domésticas. Para execução das aplicações, o controle da locomoção torna-se essencial para evitar obstáculos e colisões. Geralmente os processos de controle são descritos por modelos matemáticos. O objetivo deste trabalho é identificar um modelo matemático do robô Lego Mindstorms NXT e desenvolver uma estratégia para o controle de distância unidirecional para este robô. Para isso, é necessário um modelo que relaciona a potência do motor com a distância de um objeto em movimento. Com base nessa premissa, uma identificação do sistema foi desenvolvida para a obtenção de um modelo matemático que represente o robô neste ponto de operação. Para identificação, a caixa de Ferramentas Identificação de Sistemas (System Identification Toolbox ), que integra o software Matlab foi utilizada. Essa ferramenta tem como utilidade construir modelos matemáticos de sistemas dinâmicos. O modelo matemático desenvolvido, é usado para o desenvolvimento de um controlador PID, que usa como critério de estabilidade o método de Routh-Hurwitz. Para testes reais desse controle, foi desenvolvido um algoritmo de controle que é utilizado juntamente com o Kit Robótico Lego Mindstorms NXT, que contém um controlador lógico programável conectado a vários componentes: sensor ultra-sônico, sensor de som, sensor de toque e servo-motores.
Nowadays, movable robots are being used in many applications such as: surveillance and home chores. For the execution of such applications, the locomotion control becomes essential to avoid obstacles and collisions. Usually, the processes of controlling are described by mathematical models. The objective of this paper is to identify a mathematical model of the Lego Mindstorms NXT robot and develop a strategy for the unidirectional distance control of this robot. For such thing, it is necessary a model which relates the engine power with the distance of an object in motion. Based on this premise, an identification of the system has been developed to obtain a mathematical model which represents the robot in this point of operation. For the identification, the System Identification Toolbox, which integrates the Matlab software, has been used. This tool has the use of building mathematical models of dynamic systems. The developed mathematical model is used on the development of a PID controller, which uses the Routh- Hurwitz method as a stability criterion. For real tests of this control, a control algorithm has been developed to be used together with the robotic kit Lego Mindstorms NXT, which contains a programmable logic controller connected to several components: ultrasonic sensor, sound sensor, touch sensor and servomotors.
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9

Lins, Alex Aguiar. "Lego mindstorms : uma abordagem alternativa e complementar para reabilitação de crianças com paralisia cerebral." Universidade de Fortaleza, 2017. http://dspace.unifor.br/handle/tede/104078.

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Cerebral palsy is an injury caused, in most cases, by the lack of oxygenation of the brain cells, occurring during the gestation period, at the time of delivery or after birth, still in the process of maturing the child's brain (up to 3 years of age), thus affecting motor function directly. There are several conventional treatments for the rehabilitation of these patients, often tiring and costly, thus causing disinterest in the continuity of treatment. In this sense, a study on the influence of the legomindstorm robot, as an alternative and complementary tool to the conventional treatment, on the motor coordination, the cognition, the memory and the attention level of the children, is proposed in this work in order to complement the activities performed in the Neuropsychomotor Rehabilitation program of the Occupational Therapy Nucleus of NAMI / UNIFOR. The interaction between the child and the robot occurs through a remote control application installed on a smartphone. In order to validate the proposed method, five children were submitted to sessions of activities with the robot for two months, monitoring the level of concentration in each activity through a brain wave sensor. During the activities, the children presented different levels of performance and evolution, being possible to verify a stimulation related to the motor and cognitive coordination, related to the level of attention. In addition, health professionals and responsible family members completed a questionnaire to assess the advantages and disadvantages of the proposed approach, making the application very promising and, consequently, accelerating the evolution of the clinical picture of each child. Therefore, it can be concluded that playful treatment using legomindstorm robot is an effective and very promising alternative and complementary tool for the rehabilitation of children with cerebral palsy. Keywords: Robotics. Lego. Remote Control. Cerebral palsy. Rehabilitation. Motor limitations. Brain stimulation. Cognitive stimulation. Motor stimulation. Functional activities.
Paralisia cerebral é uma lesão provocada, na maioria dos casos, pela falta de oxigenação das células cerebrais, ocorrida durante o período da gestação, no momento do parto ou após o nascimento, ainda no processo de amadurecimento do cérebro da criança (até 3 anos de idade), afetando, desse modo, diretamente a função motora. Existem diversos tratamentos convencionais para a reabilitação destes pacientes, sendo estes muitas vezes cansativos e onerosos, o que causa desinteresse na continuidade do tratamento. Neste sentido, é proposto, neste trabalho, um estudo sobre a influência do robô legomindstorm, como uma ferramenta alternativa e complementar ao tratamento convencional sobre a coordenação motora, a cognição, a memória e o nível de atenção das crianças, de modo a complementar as atividades realizadas no programa Reabilitação Neuropsicomotora do Núcleo de Terapia Ocupacional do NAMI/UNIFOR. A interação entre a criança e o robô ocorre por meio de um aplicativo de controle remoto instalado em um smartphone. Para validar o método proposto, cinco crianças foram submetidas às sessões de atividades com o robô durante dois meses, neste período, foi monitorado o nível de concentração em cada atividade através de um sensor de ondas cerebrais. Durante as atividades, as crianças apresentaram diferentes níveis de desempenho e evolução, sendo possível constatar uma estimulação relacionada à coordenação motora e cognitiva, relacionada ao nível de atenção. Além do mais, profissionais da área da saúde e familiares responsáveis preencheram um questionário para avaliar as vantagens e as desvantagens da abordagem proposta, tornando a aplicação bastante promissora e, consequentemente, acelerando a evolução do quadro clínico de cada criança. Portanto, pode-se concluir que o tratamento lúdico usando robô legomindstorm é uma ferramenta alternativa e complementar eficaz e bastante promissora para a reabilitação de crianças com paralisia cerebral. Palavras-chave: Robótica. Lego. Controle remoto. Paralisia cerebral. Reabilitação. Limitações motoras. Estimulação cerebral. Estimulação cognitiva. Estimulação motora. Atividades funcionais.
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Mitchell, Ashley C. "Modeling and Control of a Motor System Using the Lego EV3 Robot." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc804943/.

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In this thesis, I present my work on the modeling and control of a motor system using the Lego EV3 robot. The overall goal is to apply introductory systems and controls engineering techniques for estimation and design to a real-world system. First I detail the setup of materials used in this research: the hardware used was the Lego EV3 robot; the software used was the Student 2014 version of Simulink; a wireless network was used to communicate between them using a Netgear WNA1100 wifi dongle. Next I explain the approaches used to model the robot’s motor system: from a description of the basic system components, to data collection through experimentation with a proportionally controlled feedback loop, to parameter estimation (through time-domain specification relationships, Matlab’s curve-fitting toolbox, and a formal least-squares parameter estimation), to the discovery of the effects of frictional disturbance and saturation, and finally to the selection and verification of the final model through comparisons of simulated step responses of the estimated models to the actual time response of the motor system. Next I explore three different types of controllers for use within the motor system: a proportional controller, a lead compensator, and a PID controller. I catalogue the design and performance results – both in simulation and on the real system – of each controller. One controller is then selected to be used within two Controls Systems Engineering final course projects, both involving the robot traveling along a predetermined route. The controller’s performance is analyzed to determine whether it improves upon the accumulation of error in the robot’s position when the projects are executed without control.
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11

Patil, Riya Raghuvir. "A Lego Mindstorms Nxt Based Test Bench for Multiagent Exploratory Systems and Distributed Network Partitioning." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc500196/.

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Networks of communicating agents require distributed algorithms for a variety of tasks in the field of network analysis and control. For applications such as swarms of autonomous vehicles, ad hoc and wireless sensor networks, and such military and civilian applications as exploring and patrolling a robust autonomous system that uses a distributed algorithm for self-partitioning can be significantly helpful. A single team of autonomous vehicles in a field may need to self-dissemble into multiple teams, conducive to completing multiple control tasks. Moreover, because communicating agents are subject to changes, namely, addition or failure of an agent or link, a distributed or decentralized algorithm is favorable over having a central agent. A framework to help with the study of self-partitioning of such multi agent systems that have most basic mobility model not only saves our time in conception but also gives us a cost effective prototype without negotiating the physical realization of the proposed idea. In this thesis I present my work on the implementation of a flexible and distributed stochastic partitioning algorithm on the Lego® Mindstorms’ NXT on a graphical programming platform using National Instruments’ LabVIEW™ forming a team of communicating agents via NXT-Bee radio module. We single out mobility, communication and self-partition as the core elements of the work. The goal is to randomly explore a precinct for reference sites. Agents who have discovered the reference sites announce their target acquisition to form a network formed based upon the distance of each agent with the other wherein the self-partitioning begins to find an optimal partition. Further, to illustrate the work, an experimental test-bench of five Lego NXT robots is presented.
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Silva, Abrahão de Almeida. "O ensino de funções lineares: uma abordagem construtivista/construcionista por meio do kit LEGO(R) Mindstorms." Universidade Federal de Goiás, 2014. http://repositorio.bc.ufg.br/tede/handle/tede/4025.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
This work aims to present a new approach to the concept of linear function using the LEGO ® NXT Mindstorms Kit or Kit NXT within the pedagogical concept of Constructivism / Constructionism and Educational Robotics. It talks about each theory with a view to a change in teacher practice, and a historical survey of educational robotics and robotics. Later mathematical topics that justify the approach to the theory of functions, monotonicity, proportionality, and related linear functions are presented. A proposed work is presented in the form of Teaching Sequence aiming to instigate the teacher changes in how regency, working with educational robotics, using the NXT kit and creativity. Furthermore, within this proposal, it explores the existing mathematics in working gears of an analog watch with the purpose of teaching linear function by means of its operation process. The main aim of the work is to present to the teacher a new methodology for teaching linear function that will be at least different, however it is expected that students and teachers can motivate.
Este trabalho tem como propósito apresentar uma nova abordagem ao conceito de função linear com a utilização do Kit Mindstorms NXT LEGO ® ou Kit NXT, dentro da concepção pedagógica do Construtivismo/Construcionismo e da Robótica Educacional. Discorre-se sobre cada teoria com vistas para a mudança na prática do professor, além de um levantamento histórico da robótica e da robótica educacional. Posteriormente são apresentados os tópicos matemáticos que justificam a abordagem como a teoria de funções, monotonicidade, proporcionalidade, função afim e lineares. Uma proposta de trabalho é apresentada sob a forma de sequência didática objetivando instigar no professor, mudanças no modo de regência, o trabalho com robótica educacional, a utilização do Kit NXT e a criatividade. Além disso, dentro dessa proposta, explora-se a matemática existente no processo de funcionamento das engrenagens de um relógio analógico, com a finalidade de ensinar função linear por meio do seu funcionamento. O principal intuito do trabalho é o de apresentar ao professor uma nova metodologia para o ensino de função linear que venha ser no mínimo diferente, porém esperase que possa motivar alunos e professores.
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Wang, Zimu. "A MODEL OF LINE FOLLOWING ROBOT USING PID CONTROLLER : An Educational Platform Based on LEGO Mindstorms NXT Kit." Thesis, Högskolan i Gävle, Avdelningen för elektronik, matematik och naturvetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-21428.

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PID controllers are widely used in industrial control systems since it could significantly improve the performance of the systems. It is a basic and important tool for an engineering student.An educational PID controller model using LEGO Mindstorms NXT kit as a line following robot was presented in this thesis. This robot could be controlled by a PC via Bluetooth. MATLAB was used for analyzing data and controlling the robot. A MATLAB Toolbox named “RWTH—Mindstorms NXT Toolbox” was utilized for remote controlling and gathering the feedback data from the robot in real-time via Bluetooth.The algorithm and tuning methods of PID controllers were studied in this thesis. Moreover, the effectiveness of each parameter would be studied by comparing the result of P, PI and PID control type.
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McWhorter, William Isaac O'Connor Brian C. "The effectiveness of using LEGO Mindstorms robotics activities to influence self-regulated learning in a university introductory computer programming course." [Denton, Tex.] : University of North Texas, 2008. http://digital.library.unt.edu/permalink/meta-dc-6077.

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Cordes, Pettersson Viktor, and Josefin Fredlund. "Hårdvarans betydelse för undervisning i programmering." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30296.

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This bachelor was written in regards to the recent implementation of the mandatory teaching of programming in Swedish schools. This extensive addition to our curriculum requires the further education of teachers and the needs to invest in specialised educational materials. In this bachelor, we have collected research through contacting various prominent educational institutions around Skåne which have implemented programming in their curriculum using various types of robots. We wanted to establish what resources these institutions provide their educators when they teach programming. We also wanted to better understand the ways in which these institutions work with hardware and their thoughts on how hardware may affect students computational thinking, learning and self-motivation. To answer these questions, we interviewed several educators who specialise in programming and its use in schools. Even though, the different institutions had little or nothing to do with each other they basically shared the same basic ideas regarding the concept. This study concluded that according to teachers, computational and logical thinking increases when students work with LEGO-robots. When working with these robots, students were able to exercise their problem-solving abilities by using robots that they have constructed and programmed themselves. The system is easily implemented in schools since most students have prior knowledge of the LEGO construction mechanism. However, prior to being used for educational purposes, LEGO has most likely been associated with playtime and might therefore make it challenging for some students to work with it in a school environment. Another disadvantage with LEGO-robots is that the system uses block programming languages. This means that students understanding of text programming will not be exercised while working with these types of robots, limiting the depth of learning. In conclusion, to promote students’ comprehension of programming when working in an educational setting, the use of robots is greatly beneficial and almost essential. Even if only block programming is used, it is important to engage students and keep them excited during learning. According to teachers, enthusiasm regarding the subject will be a determining factor in their willingness to learn.
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McWhorter, William Isaac. "The Effectiveness of Using Lego Mindstorms Robotics Activities to Influence Self-regulated Learning in a University Introductory Computer Programming Course." Thesis, University of North Texas, 2008. https://digital.library.unt.edu/ark:/67531/metadc6077/.

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The research described in this dissertation examines the possible link between self-regulated learning and LEGO Mindstorms robotics activities in teaching concepts in an introductory university computer programming course. The areas of student motivation, learning strategies, and mastery of course objectives are investigated. In all three cases analysis failed to reveal any statistically significant differences between the traditional control group and the experimental LEGO Mindstorms group as measured by the Motivated Strategies for Learning Questionnaire and course exams. Possible reasons for the lack of positive results include technical problems and limitations of the LEGO Mindstorms systems, limited number and availability of robots outside of class, limited amount of time during the semester for the robotics activities, and a possible difference in effectiveness based on gender. Responses to student follow-up questions, however, suggest that at least some of the students really enjoyed the LEGO activities. As with any teaching tool or activity, there are numerous ways in which LEGO Mindstorms can be incorporated into learning. This study explores whether or not LEGO Mindstorms are an effective tool for teaching introductory computer programming at the university level and how these systems can best be utilized.
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17

Costa, Carlos Gomides da. "Utilização de matrizes no estudo de orientação e posição de um braço robótico por meio das coordenadas de Denavit-Hartenberg." Universidade Federal de Goiás, 2014. http://repositorio.bc.ufg.br/tede/handle/tede/3975.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
This work have as the main objective present one a different way to teach the subject matrix multiplication, a way in a ludic form, applied, that can transform the teaching more pleasureable and motivate for the high scholl students, because for many this issue has no practical applications, which for many reasons is the lack of interest in learning such content. The tool used to attract as students so as teachers was the utilization of Kit LEGO® Mindstorms NXT 2.0 for the construction of the robotic arm, or robotic manipulator, that which for this propose, has three rotational joints. The LEGO kit was choosen due its easy interaction with children and adolescents, and to encourage the construction of knowledge stimulating the solution of problems that may arise during the process of building robotic arm.The application of content takes place in obtaining the four parameters Denavit-Hartenberg and those obtained after the placement of reference systems, where three of these parameters are constants obtained by measurement at robotic arm and the fourth parameter is variable dependent on the intended movement or the final position which is to be determined.
O presente trabalho tem como principal objetivo apresentar mais uma opção de ensinar o assunto multiplicação de matrizes, de uma forma mais lúdica, aplicada, que pode tornar o ensino mais prazeroso e atrativo para alunos do ensino médio, pois para muitos esse assunto não tem aplicações práticas, o que para outros é motivo da falta de interesse em aprender tal conteúdo. A ferramenta apresentada com o intuito de atrair tanto alunos quanto professores, foi o Kit LEGO® Mindstorms NXT 2.0, que possibilitou a construção do braço robótico ou manipulador robótico, que nesse trabalho foi apresentado com três juntas do tipo rotacionais. A escolha desse Kit LEGO® é justificada pela sua facilidade de interação com crianças e adolescentes, além de estimular a construção do aprendizado pois, estimula a solução de problemas que possam aparecer durante o processo de construção do braço robótico. A aplicação do conteúdo se dá na obtenção dos quatro parâmetros de Denavit-Hartenberg que são obtidos após a colocação dos sistemas de referência, onde três desses parâmetros são definidos a partir de medições feitas no braço robótico e o quarto parâmetro é variável dependente do movimento pretendido ou a posição final que se queira determinar.
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18

Nascimento, Gilmar José do. "Utilização de conceitos básicos de matemática e experimentos de robótica para a compreensão de fenômenos físicos." Universidade Federal de Goiás, 2014. http://repositorio.bc.ufg.br/tede/handle/tede/3942.

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Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq
This work aims to enable the understanding of physics conceptions utilizing basic foundations of mathematics. In this regard, the aim is to highlight both those the phenomena that occur in nature as the phenomena which occur in laboratory manipulations. A extensive research is made about mathematical concepts that will subsequently be applied to several types of problems, being possible understand fundamental aspects involving physical quantities. With the goal to experience the in practice applications, robotic prototypes using LEGO MINDSTORMS kits, simulating real situations of nature and confronting of the computations with classical theoretical results are built.
Este trabalho tem como objetivo principal possibilitar a compreensão de conceitos físicos utilizando fundamentos básicos de matemática. Neste sentido, pretende-se evidenciar tanto os fenômenos que ocorrem na natureza quanto os fenômenos que ocorrem em manipulações de laboratórios. No presente estudo, é possível perceber que a matemática é de fundamental importância no estudo dos fenômenos físicos. Um vasto estudo é feito acerca de conceitos matemáticos que, em seguida, serão aplicados à vários tipos de problemas, sendo possível compreender aspectos fundamentais envolvendo grandezas físicas. Com o objetivo de vivenciar as aplicações na prática, são construídos protótipos robóticos utilizando os kits LEGO MINDSTORMS, simulando situações reais da natureza e confrontando os cálculos com resultados teóricos clássicos.
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19

Silva, Alzira Ferreira da. "RoboEduc: uma metodologia de aprendizado com rob?tica educacional." Universidade Federal do Rio Grande do Norte, 2009. http://repositorio.ufrn.br:8080/jspui/handle/123456789/15128.

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In this work, we propose a methodology for teaching robotics in elementary schools, based on the socio-historical Vygotsky theory. This methodology in conjunction with the Lego Mindstoms kit (R) and an educational software (an interface for control and programming of prototypes) are part of an educational robotics system named RoboEduc. For the practical development of this work, we have used the action-research strategy, being realized robotics activities with participation of children with age between 8 and 10 years, students of the elementary school level of Municipal School Ascendino de Almeida. This school is located at the city zone of Pitimbu, at the periphery of Natal, in Rio Grande do Norte state. The activities have focused on understanding the construction of robotic prototypes, their programming and control. At constructing prototypes, children develop zone of proximal development (ZPDs) that are learning spaces that, when well used, allow the construction not only of scientific concepts by the individuals but also of abilities and capabilities that are important for the social and cultural interactiond of each one and of the group. With the development of these practical workshops, it was possible to analyse the use of the Robot as the mediator element of the teaching-learning process and the contributions that the use of robotics may bring to teaching since elementary levels
Neste trabalho propomos uma metodologia para o ensino de rob?tica no Ensino Fundamental, baseada na teoria s?cio-hist?rica de Lev Vygotsky. Esta metodologia em conjunto com o kit Lego Mindstormsr e um software educacional (uma interface para controle e programa??o de prot?tipos) comp?em o sistema de rob?tica pedag?gica denominado RoboEduc. Para o desenvolvimento dessa pesquisa foi utilizado o m?todo pesquisaa??o, sendo realizados atividades de rob?tica com a participa??o de crian?as com idade entre 8 a 10 anos, alunos do Ensino Fundamental I da Escola Municipal Professor Ascendino de Almeida, localizada no bairro Pitimb?, na periferia de Natal, Rio Grande do Norte. As atividades visaram produzir conhecimento sobre a constru??o de prot?tipos rob?ticos, sua programa??o e controle. Ao construir os prot?tipos as crian?as desenvolvem ZDPs, que s?o espa?os de aprendizagem que quando bem aproveitados proporcionam a constru??o, pelos indiv?duos n?o s? de conceitos cient?ficos, mas tamb?m de habilidades e compet?ncias importantes para as intera??es sociais e culturais de cada um e do grupo. Com o desenvolvimento das oficinas foi poss?vel analisar a utiliza??o do rob? como elemento mediador do processo de ensino-aprendizagem e as contribui??es que o uso da rob?tica pode trazer para o ensino desde o n?vel fundamental
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20

Toazza, Denny Antonio, and Tae Hyun Kim. "Navigation Control of an Unmanned Aerial Vehicle (UAV)." Thesis, Halmstad University, School of Information Science, Computer and Electrical Engineering (IDE), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-3730.

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The thesis covers a new navigation algorithm for UAV to fly through several given GPS coordinates without any human interference. The UAV first gets its current position from GPS receiver via Bluetooth connection with the navigator computer. With this GPS point, it draws an optimal trajectory to next destination. During the flight, the navigator computer issues the information about which direction to turn and how much to turn. This information will be used to steer the airplane servos.

The algorithm is programmed in Java LeJOS. It uses built-in Java classes about GPS and Bluetooth. The main computer, where the navigation program runs, is a LEGO Mindstorms NXT and it is used a GPSlim240 from HOLUX as a GPS receiver.

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21

Rodrigues, Willian dos Santos [UNESP]. "Atividades com robótica educacional para as aulas de matemática do 6. ao 9. ano do ensino fundamental: utilização da metodologia LEGO® Zoom Education." Universidade Estadual Paulista (UNESP), 2014. http://hdl.handle.net/11449/127594.

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Este trabalho apresenta o resultado qualitativo de quatro atividades aplicadas no 6º ao 9º Ano do Ensino Fundamental e teve como objetivo principal elaborar, implementar e analisar uma sequência didática envolvendo robótica educacional e matemática (com enfoque aos números racionais). Essas atividades foram aplicadas em dezembro de 2014 na escola SESI de Andradina no estado de São Paulo. A escolha para o mês de dezembro foi intencional justamente para que os alunos utilizassem seus conhecimentos e habilidades adquiridos no decorrer desse ano letivo. A importância de se realizar tal temática, em conjunto, vem da necessidade crescente da utilização da tecnologia, que permeia o meio social no qual o aluno está inserido, a favor da educação e pelo fato das frações ainda serem um paradigma de difícil assimilação por parte dos alunos, de acordo com Silva (2006) e Demartini (2009). Com base na metodologia LEGO®, sintetizada em quatro verbos na ordem: contextualizar, construir, analisar e continuar, utilizamos três montagens de robôs dos fascículos da LEGO® Zoom para servir de suporte às resoluções das situações-problema desenvolvidas especificamente para a idealização deste estudo. O resultado desta pesquisa mostrou que além da diversão proporcionada, foi instigada a curiosidade dos alunos ao perpassarem por todas as quatro ações mencionadas anteriormente, pois consonante às situações-problema contextualizadas, os alunos, em grupo, assimilaram facilmente o objetivo de cada atividade
This paper presents the qualitative result of four activities applied in the 6th to 9th grades of Elementary School and intend to design, implement and analyze a didactic sequence involving educational robotics and mathematics (with a focus on rational numbers). These activities were implemented in December 2014 in SESI school in Andradina, São Paulo state. The choice for the month of December was intended precisely so that students would use their knowledge and skills acquired during that school year. The importance of conducting this theme, together, comes the growing need of using technology that pervades the social environment in which the student is in; for education, and because the fractions are still a difficult paradigm to be assimilated by students, according to Silva (2006) and Demartini (2009). Based on LEGO® methodology, summarized in four words in order: Connect, Construct, Contemplate, and Continue, we used three assembly robots LEGO® Zoom to provide support to the resolutions of problem situations developed specifically for the idealization of this study. The research result showed that beyond that provided fun, it was instigated the curiosity of students to go through all four aforementioned actions, as consonant to problem situations contextualized, students, in group, easily assimilated the purpose of each activity
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22

Rodrigues, Willian dos Santos. "Atividades com robótica educacional para as aulas de matemática do 6. ao 9. ano do ensino fundamental : utilização da metodologia LEGO® Zoom Education /." São José do Rio Preto, 2015. http://hdl.handle.net/11449/127594.

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Orientador: José Marcos Lopes
Banca: Edison Righetto
Banca: Regina Litz Lamblém
Resumo: Este trabalho apresenta o resultado qualitativo de quatro atividades aplicadas no 6º ao 9º Ano do Ensino Fundamental e teve como objetivo principal elaborar, implementar e analisar uma sequência didática envolvendo robótica educacional e matemática (com enfoque aos números racionais). Essas atividades foram aplicadas em dezembro de 2014 na escola SESI de Andradina no estado de São Paulo. A escolha para o mês de dezembro foi intencional justamente para que os alunos utilizassem seus conhecimentos e habilidades adquiridos no decorrer desse ano letivo. A importância de se realizar tal temática, em conjunto, vem da necessidade crescente da utilização da tecnologia, que permeia o meio social no qual o aluno está inserido, a favor da educação e pelo fato das frações ainda serem um paradigma de difícil assimilação por parte dos alunos, de acordo com Silva (2006) e Demartini (2009). Com base na metodologia LEGO®, sintetizada em quatro verbos na ordem: contextualizar, construir, analisar e continuar, utilizamos três montagens de robôs dos fascículos da LEGO® Zoom para servir de suporte às resoluções das situações-problema desenvolvidas especificamente para a idealização deste estudo. O resultado desta pesquisa mostrou que além da diversão proporcionada, foi instigada a curiosidade dos alunos ao perpassarem por todas as quatro ações mencionadas anteriormente, pois consonante às situações-problema contextualizadas, os alunos, em grupo, assimilaram facilmente o objetivo de cada atividade
Abstract: This paper presents the qualitative result of four activities applied in the 6th to 9th grades of Elementary School and intend to design, implement and analyze a didactic sequence involving educational robotics and mathematics (with a focus on rational numbers). These activities were implemented in December 2014 in SESI school in Andradina, São Paulo state. The choice for the month of December was intended precisely so that students would use their knowledge and skills acquired during that school year. The importance of conducting this theme, together, comes the growing need of using technology that pervades the social environment in which the student is in; for education, and because the fractions are still a difficult paradigm to be assimilated by students, according to Silva (2006) and Demartini (2009). Based on LEGO® methodology, summarized in four words in order: Connect, Construct, Contemplate, and Continue, we used three assembly robots LEGO® Zoom to provide support to the resolutions of problem situations developed specifically for the idealization of this study. The research result showed that beyond that provided fun, it was instigated the curiosity of students to go through all four aforementioned actions, as consonant to problem situations contextualized, students, in group, easily assimilated the purpose of each activity
Mestre
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23

Jiang, Chun hui, and Yu jiao Mao. "Mindstorm." Thesis, Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-15260.

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Since the mindstorm kit is widely used by students and beginners, demand of a commercial-free integrated embedded working environment turns up. With its help the limitation on working place and complexity of programming can be reduced.  The aim of this project is to use a combination of commercial-free softwares as an embedded working environment. The environment can deal with the mindstorm kit applications directly. In order to show the successful generation of the commercial-freesoftware's project an inverted pendulum is set up. Open source firmware of NXT-G is used to provide basic interface for invoking the functions in NXT master brick. Accelerometer is working as the sensor. The main dynamic controller falls on the PD controller to keep inverted pendulum in vertical and static state. As a result the inverted pendulum programmed in this working environment can keep balance for a couple of seconds.
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24

BOZKURT, Ugur, and Mustafa Aslan. "Assembly of a UAV : hardware design of a UAV." Thesis, Halmstad University, School of Information Science, Computer and Electrical Engineering (IDE), 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-3247.

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This bachelor thesis is dedicated to assemble the hardware system of a UAV (Unmanned Aerial Vehicle) in order to prepare the platform for an autonomous flight in the air for a given path through the pre-programmed check points. A UAV is an aircraft that contains sensors, GPS, radio system, servomechanisms and computers, which provide the capability of an autonomous flight without a human pilot in the cockpit. A stable flight requires sensing the roll, pitch, and yaw angles of aircraft. Roll and pitch angles were ensured by a sensor system of FMA Direct Company called co-pilot flight stabilization system (CPD4), which allows controlling ailerons and elevator manually.

An autopilot is required for steering the aircraft autonomously according the GPS data and the establish waypoints that the airplane have to pass by. The GPS gives heading information to the autopilot, and this uses the information of the next waypoint to decide which direction to go. Hereby an autonomous flight is provided. In this project a lego mindstorm NXT was used as an autopilot that is product of LEGO Company [1]. The output of the autopilot is used to control the airplane servos to fly in the desired direction. A software and hardware interface was designed to allow the autopilot to receive the data from the co-pilot sensor and to transmit data to the co-pilot processor, which will finally steer the actuator servos. Experiments were performed with different parts of the system and the results reported.

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25

Gaspar, Luís Alberto da Silva. "Os robots nas aulas de informática: plataformas e problemas." Master's thesis, Universidade da Madeira, 2007. http://hdl.handle.net/10400.13/113.

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Desde há alguns anos que vêm sendo desenvolvidas, em vários sítios do mundo, experiências com a utilização de Robots como uma ferramenta educativa, com especial incidência ao nível do Ensino Superior e em alguns casos no Ensino Básico ou Secundário. Neste trabalho de investigação pretende-se fazer uma análise crítica sobre o uso dos robots no ensino da programação nas disciplinas de Informática do Ensino Secundário e disciplina de Inteligência Artificial da Licenciatura do Curso de Engenharia Informática. Com o objectivo de usar o robot como mediador entre o aluno e o ensino da programação, identificamos os conteúdos programáticos das diversas disciplinas do Ensino Secundário e fizemos o levantamento de ferramentas e soluções tecnológicas existentes que pudessem ser aplicadas nas aulas. Como contributo desta investigação pretende-se: (i)disponibilizar uma série de problemas adequados aos vários conteúdos programáticos, para serem utilizados nas salas de aulas; (ii) criar e optimizar ferramentas, mais concretamente plataformas de programação, para os alunos resolverem os problemas através dos robots.
Orientador: Eduardo Leopoldo Fermé
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26

Chang, Jiun-Chia, and 張峻嘉. "Exploration on Creative Instructional Design of LEGO Mindstorms." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/18762200906862842517.

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碩士
立德大學
資訊傳播研究所
97
This purpose of this study was to design the creative instructional project which adopted the LEGO Mindstorms to be the teaching aids and also took the elementary school’s science curriculum to be the reference in order to construct the learners’ logic thinking and creativity abilities. Based on literature reviews, a teaching procedure was addressed not only to analyze LEGO Mindstorms, creativity teaching method and the instructional designs, but also probe into how LEGO worked. Accordingly, two teaching subjects “Rotative photo frame” and “Patrolling car” were produced. They were both conducted by series of modular teaching processes. By way of these teaching processes, learners understood the operational function of all pieces in LEGO Mindstorms, such as the sensors and motors. After forming the operational concept, learners assembled those pieces, and then tried to compile the program, and finally, the subjects were completed. The pedagogical implication of this current study provided a creative instructional model of LEGO Mindstorms which instructors can apply it to the elementary school’s science curriculum and proceed with a creative teaching. Furthermore, it is hoped that learners will develop their imagination, create some new designs and then apply them to their daily lives.
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27

Marcão, Cristina Isabel Conchinha 1978. "Lego Mindstorms : um estudo com utentes com paralisia cerebral." Master's thesis, 2011. http://hdl.handle.net/10451/5747.

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Trabalho de projeto de mestrado, Educação (Tecnologias da Informação e Comunicação e Educação ), Universidade de Lisboa, Instituto de Educação, 2011
A paralisia cerebral advém de uma lesão cerebral ou mau desenvolvimento do cérebro que para além de atingir funções motoras do ser humano (fala, postura e movimento) pode provocar uma grande variedade de disfunções perceptivas ou cognitivas (Valente, 1983). Dada a diversidade de funções que podem ser atingidas, os alunos com paralisia cerebral requerem estratégias de aprendizagem diferenciadas, com mecanismos de intervenção pedagógica adaptados a cada tipo de necessidade. Foi nesse sentido que nasceu este projeto. A robótica educativa em geral, e o Lego Mindstorms em particular, tem sido utilizada em diversos meios pedagógicos com diferentes anos de escolaridade no entanto tornava-se pertinente a existência de um estudo que analisa-se o seu potencial com utentes com paralisia cerebral ligeira. Para proceder a esta análise foram realizadas cinco sessões com dois utentes externos da Associação Portuguesa de Paralisia Cerebral. Os utentes têm hemiparesia sendo que um deles foi afetado na sua cognição. Durante as sessões recorreu-se à recolha de dados sobre os participantes (anamnese), à observação participante, à gravação audiovisual e à redação de um diário de bordo. Os dois utentes responderam a três questionários aplicados em momentos distintos e a fisioterapeuta dos utentes respondeu a uma entrevista estandardizada de final aberto. Os resultados obtidos indicaram que o Lego Mindstorms pode ser utilizado no contexto educativo destes utentes e como parte de uma terapia de reabilitação motora.
Cerebral Palsy comes from a brain injury or undevelopment of the brain that reaches beyond the human motor functions (speech, posture and movement) can cause a variety of perceptual or cognitive dysfunction (Valente, 1983). Given the diversity of functions that can be achieved, students with cerebral palsy require differentiated learning strategies, pedagogical intervention mechanisms adapted to each type of need. It was this sense that this project was born. The educational robotics in general and Lego Mindstorms in particular, has been used in various teaching methods with different years of schooling but became relevant to the existence of a study that analyzes the potential users with mild cerebral palsy. To carry out this analysis were five sessions with two external users of the Portuguese Association of Cerebral Palsy, and both users have hemiparesis on the side of the body and only one of them were affected in their cognition. During the sessions we used to collect data on participants (history), participant observation, recording and audiovisual writing a logbook. The two users answered three questionnaires and physical therapist at different times of the users answered a standardized open-ended interview. The results indicated that the Lego Mindstorms can be used in the educational context of these users and as part of a motor rehabilitation therapy.
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28

Kačmarik, František. "RTEMS Support for Lego NXT." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-327817.

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RTEMS is an open source real-time operating system used in embedded devices across a wide range of processor architectures. Lego Mindstorms NXT is a programmable robotics kit from Lego, which may be used as an educational tool to build a model of an~embedded system with computer-controlled electromechanical parts. The goal of the thesis is to allow development of RTEMS-based applications for Lego Mindstorms NXT platform with the aim of employing the results of the thesis as a runtime platform used in the Embedded and Real-Time Systems Course. The thesis thus identifies a suitable way of porting RTEMS to Lego NXT, provides the corresponding runtime environment and discusses basic means for deployment and debugging of RTEMS application on Lego Mindstorms NXT. Powered by TCPDF (www.tcpdf.org)
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29

Hui-YuLai and 賴慧宇. "Conceptual prototypes of auto-following baby stroller-LEGO mindstorms applied." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/57084982287485824806.

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碩士
國立成功大學
工業設計學系
103
This research aims to construct conceptual prototypes of auto-following stroller and sum up the main functions that auto-following baby stroller should have. The LEGO mindstorms toolkits are applied to build several conceptual prototypes and get tested. Auto-following can be decomposed into three key functions: user following, obstacle avoiding, identity identification. During the testing process, we find that the way of switching on/off is also a key element for executing auto-following. How to switch plays an important role when using auto-following baby stroller, and it should have usability to enable users to use auto-following stroller easily when holding a baby in their arms. The testing results were verified by (1) searching for the corresponding products and concepts to find the needed techniques that auto-following stroller may apply, proving that the auto-following stroller can be built under the technique supports. (2)The questionnaire were given to the baby stroller users to investigate whether they are willing to use auto-following stroller and if they are agree with the operating way this study sets. The result shows that most respondents want to use auto-following stroller and agree with our testing results, proving that the users have the need and auto-following stroller indeed has the potential to be put into market. The experiment can be divided into 5 stages. At the first stage, the parents who have children under 3 years old are interviewed and observed. There, we concluded the key functions that auto-following should possess. At Stage 2 we tested these functions by building conceptual prototypes with LEGO mindstorms toolkits. The components of intelligent bricks and sensors are assembled to reach the ultimate goal of single function. At stage 3, integrate these functions to see if there are any interference between the software and hardware. At stage 4, the ways of switching auto-following are added into the integrations gained from stage 3. Then the integration-function prototypes are presented and the unworkable integrations will be screen out. The prototypes will be verified by questionnaire surveying several parents to check whether the auto-following stroller meet their needs at stage 5. This research will be provided to the stroller manufacturers to give them a reference when producing auto-following stroller in the future.
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Liu, Yen-tsen, and 劉妍岑. "The Development of 3T Flow Model Toward Using Lego Mindstorms." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/15203102121919419016.

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碩士
國立屏東教育大學
資訊科學系
100
Science and Technology is playing an increasing role in education. LEGO Mindstorms robotics is widely used on campus currently. Many robotics has been adopted by organizations around the world to develop interactive teaching for subjects. Good LEGO Mindstorms robotics teaching and learning can inaugurate a guideline for an efficient learning for subjects. It is used to motivate subjects of all ages in the learning process. Subjects’ will be benefited from applying LEGO Mindstorms robotics into learning. The research investigates the willingness about subjects'' using LEGO Mindstorms robotics in learning. This study are synthesizes the task-technology fit, the theory of planned behavior, the technology acceptance model, and the flow theory to explore subjects’ intention toward using Lego Mindstorms in class. The results indicate task characteristic, technology characteristics, individual characteristics, task-technology fit have significantly positive relationship. Subjects'' in the technology acceptance were perceived usefulness perceived ease of use, attitude and intention to use has significant positive relationship. Subjects’ are subjective norms, intrinsic, extrinsic, satisfaction and perceived enjoyment have a positive intention toward using LEGO Mindstorms robotics toward learning. Overall, relevant factors using LEGO Mindstorms robotics are found. Educators should develop subjects’ prospect through the LEGO Mindstorms robotics courses and the effective support in learning.
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31

Hsin, I., and 辛宜. "The Research of Using LEGO Mindstorms to Teaching Fraction Number." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/11038599322902223504.

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碩士
國立屏東教育大學
資訊科學系碩士班
101
The purpose of this research is to apply LEGO Mindstorms to develop an authentic learning environment for teaching fractions. Students are wondering about the purpose of learning mathematics in real life. Therefore, bridge the knowledge and experience will motivate their learning. Schon situated learning (1987) proposed a "knowledge in action" and "reflection in action," to show that environment is important for learning. Meanwhile, context learning theory is one of the important content and to improve the effectiveness of learning, because good learning strategy is the key to effectiveness.
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32

Chen, Yi-Ling, and 陳怡伶. "Learning the Concept of Program Design based on LEGO MINDSTORMS Robots." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/91217755083647008828.

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碩士
國立高雄應用科技大學
電子工程系
98
Information technology makes big progress each day and almost all business relies on it. Therefore, the course of program design is a required major for all departments, and even some elementary and high schools offer basic course of program design now. Robotics is a complex course and technology. Among these, LEGO MINDSTORMS robots are creative brick toys with applications of LEGO NXT tower, all kinds of sensors and graphical program design. In order to make the learning process more interesting and applicable, reduce the barriers it may cause, explore questions, cooperate and develop the abilities to figure problems out, we herein propose to use LEGO MINDSTORMS robots as accessory educational tools. With a series of discussions of special topics to instruct students on program design, we get to know and evaluate how students react to this study from several ways including Mode of teaching, self-learning and performance, multi-learning and performance as well as understanding of lectures. All positive feedbacks from students indicate that it not only arouses interests in beginners but assists the whole learning process. Thus, we suggest that application of LEGO MINDSTORMS robots could be a practical way in the future.
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Chang, Wei-Ting, and 張維庭. "Design and Implementation of Remote-Controlled Robot for LEGO MINDSTORMS NXT." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/79032531871459198023.

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碩士
國立高雄應用科技大學
資訊工程系
99
LEGO MINDSTORMS NXT is a popular system for learning mechanical structure, programming and robotic science. The TETRIX system by PISTCO enable to create robot design with just the base set and the NXT components which with the Hard-Point Connector. However, the diversity of general remote control application is subdued due to connection wire length. Though NXT Intelligent Brick has included a Bluetooth transceiver, but will probably meet the problem for battery life, moving and controller volume. The purpose of this study is to design a wireless module that can connect with LEGO MINDSTORMS NXT robot. This wireless module can connect with NXT touch sensor, accelerometer and gyroscope that sensing the user motion in the three dimensions and transmit sensor data to the LEGO MINDSTORMS NXT robot through 802.15.4/ZigBee wireless transmission technology and drives the LEGO MINDSTORMS NXT robot. The research is increasing the interesting and applied ability of robot field for the students.
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34

Liu, Chau, and 劉洲. "Investigating the Effectiveness of Lego Mindstorms on High School Programming Course." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/38706864407129054000.

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碩士
國立臺灣師範大學
資訊教育學系
93
In this study, we investigated the use of Lego Mindstorms as a lab tool teaching Programming. Seventy-eight 10th grade students of a northern Taiwan high school participated in the study. Thirty-eight students as the experiment group used Lego Mindstorms as lab exercise, while the other students as control group used traditional programming course. We compared results from these students on tests, questionnaires, and interview. The findings are as follow (1) Test scores of experiment group is not higher than the control group, but experiment group have some preliminary concept for the mechanism behind the running program. (2) Students of experiment group are excited for using Lego Mindstorms as a tool for illustrating programming concept. (3) Four students share one set of Lego Mindstorms is an appropriate man-machine ratio. (4) Lego Mindstorms can be used as an advance organizer in programming course.
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35

Su, Mu-Kai, and 蘇睦凱. "Self-balancing Attitude Control of Electric Unicycle Using Lego Mindstorms NXT Components." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/06186592427285093384.

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碩士
高苑科技大學
電機工程研究所
101
This paper studies the attitude balance control of unicycles, which can be driven either by human or electrical approaches. The gyro module by HiTechnic and the Mindstorms NXT components by Logo are investigated to measure the unicycle's incline angle. The program design in this work is performed by using BrixCC. Based on the angle and angular rate information obtained from gyro, the servo motor's position and power are controlled by PD control law, and then the attitude balance of the electric unicycle can be maintained.
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36

Čadek, Jan. "Didaktické využití stavebnice LEGO Mindstorms ve výuce matematiky se zaměřením na fraktály." Master's thesis, 2016. http://www.nusl.cz/ntk/nusl-354149.

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TITLE: LEGO Mindstorms: Didactic utilization in mathematics with a focus on fractals ABSTRACT: The objective of this thesis is to determine whether the teaching of fractal geometry supported by computer and robotic LEGO Mindstorms NXT has its place in the education of primary and secondary schools pupils in the Czech Republic. The theoretical part focuses on key topics and personalities closely connected to fractal geometry problematics. It provides a brief historical overview of the fractal geometry development, its potential use in teaching mathematics (with reference to Turkish curriculum documents), and a description of LEGO Mindstorms NXT which can well serve as a manual for teachers and pupils. The practical part contains instructions for building a robotic turtle as well as a proposal of teaching block aimed to support pupils' algorithmic and geometric thinking including key competencies. Quantitative comparison of the results taken from Turkish studies and evaluation of the project by the author and pupils are a part of the experiment as well. KEYWORDS: LEGO Mindstorms NXT, fractal, programming, Logo, learning by doing, turtle, Papert, L-system, microworlds
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37

Chang, Tang-jen, and 張唐禎. "Using LEGO Mindstorms NXT for the Dynamic Path Planning of Robot Competition." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/35669060827493810360.

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碩士
義守大學
電子工程學系碩士班
97
The purpose of this thesis to research how to design artificial intelligence (AI) and architecture of a wheeled robot. When there are obstacles with uncertainty in the environment, path planning can be changed. If black guiding lines exists on contest field, the robot can move easily with line following technique. However when there is no black lines, it must move using localization. The robot is designed to achieve the purpose of moving and positioning, so use the encoder within NXT servo motors to calculate the moving distance. Some techniques are used to improve the precision of the robot positioning. The PID control technique used to synchronize motors ensures that the robot advances in straight line. Acceleration and deceleration technique solves tire slipping problem. In order to make robot more stable with battery voltage decreasing, its power is controlled using voltage compensation technique. The robot makes an accurate curve moving in order to prevent studded at wall coners. About obstacles with uncertainty problem, ultrasonic sensor is used to detect the location. Therefore the getway between obstacles can be calculated. Then path search algorithm plans the walking path. Results of this study has been verified in the Industrial Robot Competition, and our team won the top three awards.
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Cheng, Zhen-Ning, and 程臻寧. "A Case Study of Pupils Learning Problem Solving on Lego Mindstorms NXT Course." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/30907960822009311763.

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碩士
淡江大學
教育科技學系碩士在職專班
97
The purpose of learning is to solve different kinds of problems in our life.In Piaget’s Cognitive development Theory, he emphasized that knowledge is the result of the interaction of an individual and the environment. An individual reacts to the new environment with the knowledge he/she has gained at previous time. However, the knowledge he/she has gained can’t always solve the problems he/she is facing in the new environment and sometimes the knowledge conflict with the new circumstance , the individual will develop another knowledge to adapt to the new circumstance. Therefore, teachers are supposed to design suitable learning environments to inspire pupils to gain new knowledge. Problem solving means a pupil figures out how to solve a new problem by observing, analyzing, and testing without relying on any help. It is an important process for pupils to learn new knowledge actively. Cognitive development Theory and Problem solving both emphasize the process of active thinking of pupils. The purpose of this research is to understand the process of active learning for primary school pupils by observing the pupils while they are learning how to operate Lego Mindstorms NXT . The subjects of the research are 7 primary school pupils from Leh Leh School in Linko Township. The method of the research is qualitative research with observing, interviewing and analyzing documents in order to collect research data. Lego Mindstorms NXT Course is the learning circumstance for this research and the research tools are the researcher and the methods of the observation and interview forms designed by the researcher. The findings of the research are: 1. the teaching circumstances of Lego Mindstorms NXT help the pupils develop the skills of solving problems. and the following results; 2. the teaching designs by the circumstances can help the pupils develop the skills of solving problems; 3.“learning by doing” helps the pupils practice metacognitive skill and develop the skills of solving problems; 4. the closer to the pupils'' life experiences the teaching designs are , the more effectively to draw pupils'' attention and learning desire in class. Moreover, the steps of the problem solving for primary school pupils while they are facing problems are: 1.Discovering problems, 2.ascertaining problems, 3. drawing up possible programs, 4.observing useful resource,5. testing and proving, 6. applications for the future. In addition, It was found that different pupils had different behaviors of problem solving such as : 1. Third-graders and fourth-graders spend more time testing; meanwhile they need more demonstrations or suggestions from teachers; 2. the impetuous pupils need more encouraging or prompts from teachers. In the end of the thesis, the researcher offered reviews and suggestions of course designs and teaching methods for teachers in order to provide more references to teach the courses of problem solving.
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39

Hsu, Kuo-Kai, and 徐國凱. "Low-cost, at-home Security system using Wii Remote and Lego Mindstorms NXT." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/36757882298038360831.

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碩士
中國文化大學
資訊管理學系
99
The purpose of at-home security systems used to monitor the abnormal home environment, including the stable sensors and remote monitoring. The use of low cost, easy replacement of components composed of LEGO Mindstorms NXT robot tool kit and the Nintendo Wii Remote controller and LabVIEW program making this at-home security system, using wireless Bluetooth technology to provide system return the correct information to the Remote monitoring host. With low-cost system development framework, also purpose of this study, we can easily replace the sensors, re-used monitoring middleware, saving the cost of system development.
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40

Lin, Yuan-de, and 林源德. "The Development for LEGO Mindstorms NXT Design by the Application of TRIZ Theory." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/10460184762701959024.

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碩士
國立屏東教育大學
資訊科學系
100
For the highly competitive educational environment, a wide range of talent and skills is essential. Important connotation of learning is to allow subjects to develop a practical and a wealth of knowledge and skills to enable subjects to achieve learning goal. Therefore, with a good quality of course design really can help subjects achieve a good quality of learning. In this study, using TRIZ contradiction matrix and 40 solving principles of characteristics, and then through the matrix cross of the results to improve operation design contradictions problems, designed innovative and rich content of basic LEGO MINDSTORMS NXT robotics course. And the use of the product project evaluation form, allowing users to give their assessment of the operation design; from the user to analyze whether because of different experiences have different views or suggestions for improvement. The study found that the design principles of the course content are clearly to be recognized, and users scored lower on the principles propose some suggestions for improvement. So, through evaluation and analysis of product design better meet the user to make the product more valuable.
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41

Fernandes, Ana Carolina Coelho. "A Robótica Educativa como ferramenta pedagógica: Uma experiência com Lego Mindstorms Education EV3." Master's thesis, 2017. http://hdl.handle.net/10316/84227.

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Relatório de Estágio do Mestrado em Ciências da Educação apresentado à Faculdade de Psicologia e de Ciências da Educação
O presente documento surge da intenção de demonstrar o trabalho realizado ao nível social e pedagógico durante o período de Estágio Curricular do Mestrado em Ciências da Educação. O projeto Robot Educa 2.0 – Missão ao Espaço, projeto basilar do presente relatório, surge da proposta da Equipa de Intervenção Direta do Centro Comunitário S. José, da Cáritas Diocesana de Coimbra, de aliar o ensino da robótica e o jogo aos modelos de resolução de problemas, procurando estabelecer uma relação entre estes, as taxonomias de classificação de questões e o seu contributo para a consolidação das aprendizagens; na ótica do processo educativo, compreender o papel da criatividade, motivação e emoções de realização como indicadores do desenvolvimento cognitivo e das competências sociais dos participantes deste projeto. Esta intervenção dirige-se a crianças/jovens com idades compreendidas entres os 12 e os 16 anos, a frequentar o 2º e o 3º ciclo do ensino básico e residentes dos Bairros da Rosa e do Ingote. Estas atividades procurando a promoção do desenvolvimento cognitivo, metacognitivo e de competências socias e afetivas, do trabalho cooperativo e da criatividade, permitindo às crianças/jovens participar em experiências dinâmicas que fomentem a aprendizagem, o interesse e a curiosidade, partilhadas em ambientes estimulantes que tendem ao desenvolvimento holístico e antecipatório do sucesso escolar destas crianças e jovens. Este documento, além do seu foco na robótica como ferramenta educativa, incide sobre diversas temáticas relacionadas com a Educação Social e com as necessidades do público-alvo em questão.
The present document arises from the intention of showing the work done to the social and pedagogical level during the Curricular Internship period of the Master’s degree in Educational Sciences. The project Robot Educa 2.0 – Missão ao Espaço, the main project to this report, is a proposal from the Equipa de Intervenção Direta do Centro Comunitário S. José, da Cáritas Diocesana de Coimbra, to combine the teaching of Robotics and gaming experience through the models of problem solving, trying to establish a relation between these subjects and question classification schemes. From the educational point of view, we try to understand the role of creativity, motivation and achievement emotions as indicators of cognitive development and social skills in the participants. This project’s target population are children and young people between the ages of 12 and 16 years old, attending the 2nd and 3rd cycle of basic education. These activities aspire to promote cognitive, metacognitive, social and affective skills development, cooperative work and creativity. Allowing children to participate in dynamic experiences that encourage learning, interest and curiosity, shared in stimulating environments that tend to develop holistic and anticipatory success of school children and young people. This curricular internship, in addition to its focus on robotics as an educational tool, focuses on several themes related to Social Education, as well with the needs of the target population in question.
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42

iau, Lin ting, and 林庭瑤. "A portfolio study of LEGO Mindstorms and creativity developments on the elementary school." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/2awd6d.

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碩士
國立臺東大學
教育學系(所)
97
This research utilize the LEGO Mindstorms as teaching media to implement the creativity developments and problem-solving teaching in order to cultivate those abilities in primary school students as reference for further research. The purpose of the study is to examine the teaching design and the process in promotion pupils’ creativity development and problem-solving ability under the LEGO Mindstorms circumstance. This study regards the fourth grade students as research object through one school year. The main approaches of this study are documents research, quality research and documents analysis. With these, to sum up the background and meaning of pupils’ creativity development and problem-solving environment. Further, to focus on the discussion and analysis in pupil’s creativity development process and intent to make some concrete suggestion on creativity development in instructional learning. The result of this study reveals: 1. It’s beneficial for cultivating pupils’ creativity development and problem-solving ability when teachers use LEGO Minstorms as teaching media to approach. 2. Pupils’ can confirm the study principles then transform the concept by internalization and adjustment into individual knowledge content and meaningful learning with constantly interact learning which is under the LEGO Mindstorms experience. Thus, LEGO Mindstorms can surely improve learning effect. 3. According to the analysis of the questionnaire, it shows that LEGO Mindstorms reveals the positiveness in creativity development and pupils’ learning. At the end of this study, according to the research, The LEGO Mindstorms is quite beneficial for pupils’ learning and creativity development process. Moreover, it also might be as reference for further research.
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43

Wei-Hsiang, Tsou, and 鄒惟翔. "Study on the education of junior high school student by LEGO MINDSTORMS NXT." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/39980679087781416038.

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碩士
大華科技大學
機電研究所
103
In 2006, the LEGO company releases a MINDSTORMS NXT robot module, which has host computer, servo motors, sensors, and LEGO bricks. It is helpful in enhancing fabricate structure ability, and increase logical reasoning ability, and problem solving ability by courses teaching. The research results indicates that LEGO NXT robot innovative courses teaching in junior high school student may to develop their creative abilities, programming logica design, mechanical structure assembly. This study proposes advices for further learning of related fields.
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44

Kuo, Chan-Hsin, and 郭展馨. "Design, Development and Usability Assessment of LEGO MINDSTORMS NXT Robotics Multi-Media Learning Materials." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/85419542630371422234.

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碩士
國立中央大學
學習與教學研究所
98
Bill Gates (2007) predicted that "robotics will be the next hot area", and it can be seen that the future development of robots would get more and more attention. Although Taiwan students had exceptional results performance in the international robotics competition over the years, but robotics education, research has not flourish yet, particularly in the design of robotics curriculum. In this study, through a systematic process, a set of LEGO MINDSTORMS NXT robot multi-media learning materials for beginners was designed. Beside, the heuristic evaluation was used to proceed with usability assessment. There were 15 users participated in this study, and all of them agreed that the material has high necessity, importance and satisfaction, from the result of correlation analysis, it was found that the necessity, importance and satisfaction were highly related. From the result of regression analysis, it showed that the importance has high explanatory power in satisfaction. Therefore, when designing and developing the learning materials, the necessity and importance of the learning materials should be noticed to achieve a high degree of satisfaction.
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45

Chou, Ke-Jong, and 周克融. "Design and Implementation of an English Alphabet Learning System for Children using LEGO MINDSTORMS." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/89515185628386953971.

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碩士
國立中山大學
資訊管理學系研究所
100
There are kinds of English teaching materials for preschool children in the market, including English alphabets teaching materials, word cards and picture cards. It makes no exceptions that the key learning method of these materials needs either parents or teachers’ accompanies in order to teach Children to recognize alphabets and to pronounce tones, helping Children to learn alphabets. The research aims to assist Children to study English alphabets more effectively. The research methods consist of the following: to study through related documents in order to comprehend specialists’ advises about children studies; to observe how the specialists using teaching methods to tutor children study alphabets; to realize users’ requirements through interviews. Combining the three methods above, the researcher decides to use LEGO MINDSTORMS NXT robots and accessories as teaching tools which are low cost, similar to LEGO cubes in appearance, and with easy replace accessories. Associate with PC to transmit information, the researcher designs an assisting studying system that can help children to recognize and study alphabets and tones without parents or teacher’s accompanying. The research intends to provide the follow-through children assisted study system developers as a reference through this research and develop methods, in order to speed the time of development.
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46

Huang, Shih-Lung, and 黃世隆. "Applying LEGO Mindstorms in Senior High School Students’ Programming Design Course:An Action Research Study." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/78936952062346144770.

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碩士
國立臺灣師範大學
資訊教育學系在職進修碩士班
93
The study used LEGOMindstorms as learning tool to enhance students’ interests and achievements in learning programming. Seventy-nine 10th grade students participated in this course. The programming concepts taught in this study are sequential structure (variables and expression), conditional structure, functions, and loop structures. To enhance students’ understanding of each concept, two stages of activities-demo and practice were implemented in each unit instruction. Students first verified these concepts by inspecting and practicing each assignment. Then they had to combine and organize these concepts to finish their final projects. Action research method was used to investigate students’ feedback and help the instructor (i.e. the researcher) adjust teaching processes and strategies. Collected and analyzed data included questionnaires, exam results, class observations, focus group interviews and instructor’s journals. The findings revealed that using LEGOMindtorms in programming learning was helpful in promoting students’ motivation and achievements. However, students felt difficult in how to use instructions to drive the LEGOMindtorms hardware. It was found that sufficient practice time, more equipment and the instructor’s help were needed for students in LEGOMindtorms programming. In addition, experience in using LEGOMindtorms to teach programming helped the instructor better understand how to improve programming teaching by using various methods.
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47

Braly, John Christopher. "The development of a low-cost and robust autonomous robot colony using LEGO® Mindstorms." 2003. http://www.lib.ncsu.edu/theses/available/etd-04142003-193043/unrestricted/etd.pdf.

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48

CHEN, YU-HAN, and 陳昱翰. "Integration of IBeacon and LEGO Mindstorms EV3 to Provide Self-propelled Vehicles with Indoor Positioning." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/29f6n9.

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碩士
崑山科技大學
電腦與通訊研究所
106
The development of Industry 4.0 is booming recent years, and among all the applications, Internet of Things, robotics, and big data are given the most attention projects. Since the development of science and technology, robots have always been serving traditional industrial manufacturing. If they want to enter area of smart factories and smart homes, they must have access to indoor positioning technology. Although the Global Positioning System (GPS) can cover up to 98% of the Earth's surface, it would be disrupted by the interior device or the structure of the indoor space, and cause users can not use it normally like usual. Thus, to develop indoor positioning technology in the Location Base Service is a very important research issue. Based on LEGO Mindstorms EV3, this study combines various sensing components and iBeacon indoor positioning technology to carry out indoor positioning, robot collision avoidance and obstacle avoidance research on EV3 robot development platform. The research results can be used as blueprints of self-driving vehicles to improve the efficiency of the execution in the future.
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49

Melo, Mário. "Robótica e resolução de problemas : uma experiência com o sistema Lego Mindstorms no 12º ano." Master's thesis, 2009. http://hdl.handle.net/10451/2093.

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Abstract:
Tese de mestrado, Ciências da Educação (Tecnologias Educativas), Universidade de Lisboa, Faculdade de Psicologia e de Ciências da Educação, 2009
A integração da robótica e da resolução de problemas no currículo do Ensino Secundário constitui o ponto de partida desta investigação. Assim, procurámos avaliar o impacto da utilização da robótica no processo de ensino e aprendizagem baseado na resolução de problemas e na capacidade de planeamento dos alunos. Foi desenvolvida uma experiência ao longo de um ano lectivo em que os sujeitos tinham de resolver um conjunto de problemas de robótica. Para a avaliação do impacto deste ambiente educativo, optámos por uma metodologia experimental com design quase-experimental, com descrição do processo; os instrumentos de recolha de dados usados nos pré e pós-teste foram uma Prova de Planeamento concebida para este trabalho e a Escala Colectiva de Desenvolvimento Lógico (ECDL). Para a descrição do processo recorremos à entrevista semi-dirigida, à observação participante, à análise documental e a um questionário sobre a relação entre a robótica e a Física. Os resultados da investigação revelaram que o grupo experimental sofreu uma evolução significativa (a 10%) ao nível do planeamento (p-value = 0,063), o que não se verificou para o grupo de controlo (p-value = 0,426). Quanto à descrição do processo de resolução dos problemas, verificámos, pela análise dos dados, que os sujeitos usam uma estratégia que corresponde à sequência: representação do problema, estabelecimento do plano, experimentação da proposta de solução, observação/análise do comportamento do robô e tomada de uma decisão sobre a reformulação do plano ou o avanço para uma nova etapa. Ao nível da relação entre a robótica e a Física, o estudo mostrou que os sujeitos do grupo experimental tendem a identificar os conceitos/leis da Física de forma coerente com cada problema de robótica ensaiado.
This research study sets out to focus on the inclusion of robotics and problem-solving in the secondary education curriculum. Thus, we have tried to evaluate the impact of using robotics in the teaching and learning process, through problem-solving and students' ability to plan. An experiment was carried out over the course of an academic year, where participants had to resolve a number of robotic problems. In order to assess the impact of such an educational environment, we chose an experimental methodology with a quasi-experimental design and a description of the process. A Planning Test drawn up for this project and the Collective Scale of Logic Development were the data collection instruments used in the pre and post tests. For the process description, we used semi-structured interviews, participant observation, document analysis and a questionnaire on the relationship between robotics and physics. The research findings showed that the experimental group evolved significantly (10%) in terms of planning (p-value = 0,063), which was not the case with the control group (p-value = 0,426). As for the description of the problem-solving process, through our analysis of the data we found that the individuals use a strategy equal to a sequence: representation of the problem, experimentation of the solution proposal, observation/analysis of the robot's behaviour and a decision with regard to a plan reformulation or moving on to a next stage. As far as the relationship between robotics and physics is concerned, the study showed that those in the experimental group tend to identify the concepts/laws of physics in a coherent manner, having tested each robotic problem.
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Kamenský, Michal. "Vytvoření knihovny do systému Control Web pro plný přístup k NXT Mindstorm." Master's thesis, 2014. http://www.nusl.cz/ntk/nusl-177031.

Full text
Abstract:
Bc. Kamenský. M. Create a library into the system Control Web for full control NXT Mindstorms. Master's thesis. Brno, 2013. This thesis deals with making connection between the Lego Mindstorms NXT 2.0 and the Control Web system. Thesis contains description of communication between NXT brick and computer, and creation of driver into the Control Web system. There is also description of created libraries and their using in new ap-plication for Control Web system.
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