A Study on Selection of Effective Engineering Design Problem based on LEGO Mindstorm NXT for Basic Design Education

레고 마인드스톰 NXT를 활용한 기초설계 교과목에서의 효과적인 공학설계과제 선정방안 연구

  • Shin, Youn-Soon (Department of Computer Science and Engineering, Dongguk University) ;
  • Sohn, Dai-Geun (Department of Computer Science and Engineering, Dongguk University) ;
  • Lee, Kyung-Ho (Department of Computer Science and Engineering, Dongguk University) ;
  • Hong, Sung-Ho (Department of Computer Science and Engineering, Dongguk University) ;
  • Lee, Kangwoo (Department of Computer Science and Engineering, Dongguk University) ;
  • Jung, Jin-Woo (Department of Computer Science and Engineering, Dongguk University)
  • 신연순 (동국대학교 컴퓨터공학과) ;
  • 손대근 (동국대학교 컴퓨터공학과) ;
  • 이경호 (동국대학교 컴퓨터공학과) ;
  • 홍성호 (동국대학교 컴퓨터공학과) ;
  • 이강우 (동국대학교 컴퓨터공학과) ;
  • 정진우 (동국대학교 컴퓨터공학과)
  • Received : 2015.10.12
  • Accepted : 2016.03.25
  • Published : 2016.03.31

Abstract

This paper deals with the selection method of effective engineering design problem based on LEGO Mindstorm NXT for basic design education. By YouTube case study of various LEGO-based engineering designs for olympic sports, performance criteria have been developed including programming complexity, structural complexity, sensor/actuator complexity and variety of game operation. Programming complexity includes range of programming code length and possible program variety. Structural complexity includes variety of structural elements such as length, shape, weight, and volume to overcome design restrictions. Sensor/actuator complexity includes variety of sensor used and number of possible actuator assemblies. Variety of game operation includes game complexity and required creativity to make LEGO robots. Based on these performance criteria, four representative sports were selected as the candidates for effective engineering design problem. Finally, feasibility and attributes of each candidate were verified by real implementation examples.

Keywords

Engineering Design;Engineering Education;LEGO Mindstorm;Olympic Sports

Acknowledgement

Supported by : 정보통신기술진흥센터, 한국연구재단

References

  1. 박준형.정슬(2009). LEGO MINDSTORM을 이용한 공학교육 프로그램 개발. 2009년 ICROS 대전 충청지부, 로보틱스 및 응용 연구회 합동 학술발표회 논문집: 52-54.
  2. 박준형.정슬(2012). 이동로봇을 중심으로 LEGO MINDSTORM을 응용한 로봇공학 교육용 실습 로봇 개발. 로봇공학회 논문지, 7(2): 57-64.
  3. 이강(2009). LEGO MINDSTORM NXT를 이용한 공학설계입문 운영사례. 공학교육연구. 12(2): 83-88.
  4. 이경희(2011). ROBOTC기반 LEGO MINDSTORM NXT 로봇을 이용한 교육과정 개발 및 교육효과 분석. 정보처리학회논문지A, 18(5): 165-176.
  5. 김태희.강문설(2010). 레고 마인드스톰 로봇을 이용한 프로그래밍 입문 교육의 효과 측정. 한국인터넷정보학회논문지, 11(4): 159-173.
  6. 김현수.김동규(2013). 올림픽 종목의 선정기준과 절차 및 사회철학적. 쟁점한국체육철학학회지, 21(4): 141-162.
  7. 올림픽 종목. http://www.olympic.org/sports
  8. YouTube. http://www.youtube.com