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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Lego i förskolan : En studie om vad användandet av Lego har för syfte i förskolan.

Glad, Jessica January 2018 (has links)
The study aims to find out what function Lego has in preschool, from a gender perspective, when it comes to children's construction, accessibility and education related to technology. The result shows that Lego has a purpose in pre-school when it comes to construction and play but also to give the children opportunity to a calm activity. The study has been conducted through interviews with three preschool teachers at various preschools in two different communities. The result shows that Lego didn´t have a place in the planed activity’s in preschool but a lot of time and opportunity in the free play. The study shows that technology in preschool is something that the preschool teachers want to work more with. They think they use technical concepts and are aware of what building and constructing things gives the children. I can also see an awareness of the choices that preschools have when it comes to gender and buying Lego and that they mixed all different kind of Lego and how it is presented to the kids. Keywords: gender, Lego, preschool, technology
32

Vytvoření knihovny do systému Control Web pro plný přístup k NXT Mindstorm

Kamenský, Michal January 2014 (has links)
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.
33

Mindstorm

Jiang, Chun hui, Mao, Yu jiao January 2011 (has links)
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.
34

STEM in the ELA Classroom: Using Lego Story Visualizer to Engage Students in Writing

Moran, Renee Rice, Jennings, LaShay, Keith, Karin, Ward, Natalia 01 October 2019 (has links)
No description available.
35

Generalization Characteristics of Form Diversity and Novel Form Production Among Preschool Children

Boswell, Craig B. 01 May 1978 (has links)
The block building, Lego construction, pen drawing, and painting of four preschool children were analyzed in terms of the construction of form diversity and new form production. Social descriptive reinforcement, contingent on the production of any form not previously constructed within the current session and overt modeling of forms never seen produced during the study, increased form diversity scores per session and new form production (forms never seen before in the child's total prior sequence of blockbuilding sessions). The results indicated that after training, form diversity scores generalized to topographically similar and dissimilar media of expression. New form production generalized to topographically similar and dissimilar media in the majority of the children.
36

Design and Implementation of Two Undergraduate Laboratories Teaching PID Controller Design and Robotics Using Simulink and LEGO NXT

Bales, John 22 September 2014 (has links)
No description available.
37

A COMUNICAÇÃO DE MERCADO E A RESSIGNIFICAÇÃO DE MARCA:como as interações em redes sociais virtuais geram a percepção do consumidor / The Market communication and reframing brand: how interactions in virtual social networks generate consumer perception

Pereira, Everaldo 24 April 2014 (has links)
Made available in DSpace on 2016-08-03T12:29:59Z (GMT). No. of bitstreams: 1 Everaldo Pereira2.pdf: 2586439 bytes, checksum: a11e606fc3858e4efcb578ecb86dffa7 (MD5) Previous issue date: 2014-04-24 / This study aims to analyze how the communication processes of perceptual manifestations of postmodern consumers, based on interactions in virtual social networks contribute to the redefinition of the brand image. We analyze the communication process in the face of new economic and techno-social interactions, from a vision of consumption meanings and a displacement of the marketing needs for a marketing sense. We develop a single case study of the Lego brand, a literature review, qualitative surveys of interactions on websites, content analysis and qualitative analysis in blog forum for consumers of the brand. Thus, we conclude that market communication plays a unifying role in the symbolic constructions of branding in organizations and that economic and timeless easy to share events via the internet reframes the brand image on a paper of symbolic exchange on the online networks. / Este estudo tem como objetivo analisar como os processos comunicacionais de manifestações perceptivas dos consumidores pós-modernos, a partir das interações em redes sociais virtuais, contribuem para a ressignificação da imagem de marca. Reavaliamos o processo comunicacional ante as novas interações econômicas e tecno-sociais, partindo de uma visão de consumo de significados e um deslocamento do marketing das necessidades para um marketing de sentidos. Para tanto, desenvolvemos um estudo de caso único da marca Lego, a partir de levantamento bibliográfico, levantamentos qualitativos das interações em sites, análise de conteúdo de blog e análise qualitativa de fórum de consumidores da marca. Assim, concluímos que a comunicação de mercado assume um papel aglutinador nas construções simbólicas da imagem de marca nas organizações e que a facilidade econômica e atemporal em compartilhar manifestações por meio da internet ressignifica a imagem de marca em um papel de troca simbólica na bolsa de valores de imagens das redes on-line.
38

RoboEduc: uma metodologia de aprendizado com rob?tica educacional

Silva, Alzira Ferreira da 16 April 2009 (has links)
Made available in DSpace on 2014-12-17T14:54:51Z (GMT). No. of bitstreams: 1 AlziraFS.pdf: 2161764 bytes, checksum: 1d0222529ef56674661a66ce88796933 (MD5) Previous issue date: 2009-04-16 / 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
39

A school student laboratory using robotics Based on Lego Mindstorms

Gustavsson, Jenny January 2012 (has links)
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.
40

Der PiaPi: Ein Instrument aus Nullen, Einsen und LEGO

Kneita, Margreet 19 April 2024 (has links)
Die Masterarbeit stellt die Entwicklung und Anwendung des interdisziplinären High-Fidelity-Prototyps, PiaPi dar. Basierend auf der 'Research through Design' Methode kombiniert der Prototyp LEGO, Musik und Licht, um die Mensch-Computer-Interaktion zu fördern. Eine qualitative Studie zeigt, dass der Prototyp Testpersonen dazu motiviert, kreativ zu interagieren, Neugier weckt und dabei Berührungsängste abbaut. Zur wissenschaftlichen Einordnung wurden Elemente der HCI mit Forschung zu Spaß und Spiel kombiniert. Besonderes Augenmerk liegt auf dem potenziellen Einsatz des PiaPi als Projekt für den fächerübergreifenden Unterricht an Schulen. Dafür wurden in der Entwicklung verschiedene Aspekte der Pädagogik und Didaktik wie des Informatikunterrichts, Ganztagsangeboten und des fächerübergreifenden Unterrichts berücksichtigt. Im Rahmen der Arbeit wurde mit dem PiaPi ein Prototyp entwickelt, der für die Weiterentwicklung zum Projekt im Rahmen des Informatikunterrichts an Schulen nachweislich geeignet ist.:Inhalt Abkürzungsverzeichnis iv Abbildungsverzeichnis v Tabellenverzeichnis vii Anhang viii 1. Einleitung 1 1.1 Idee und Motivation 1 1.2 Ziel der Arbeit 2 1.3 Forschungsstand 3 1.4 Aufbau der Arbeit 4 2. Wissenschaftliche Grundlagen 5 2.1 Technische und methodische Grundlagen 5 2.1.1 Research through Design 6 2.1.2 Prototypen 8 2.1.3 Mini-Computer Raspberry Pi 12 2.2 Theoretische Grundlagen 14 2.2.1 Spiel und Vergnügen in der Mensch-Computer-Interaktion 15 2.2.2 Visualisierung von Ton 18 2.2.3 Informatik und Schule 23 Informatik an (Grund-)Schulen 23 Fächerübergreifender Unterricht 26 Ganztagsangebote und Ganztagsschulen 27 2.3 Verwandte Projekte 29 2.3.1 Der LEGO-Zug im Museum 29 2.3.2 Das LEGO-Mikroskop - “Hands on” by Yuksel Temiz 33 3. Konzept und Umsetzung des Prototypen 36 3.1 Idee und Entwurf 36 3.1.1 Die Idee 36 3.1.2 Variante A 37 3.1.3 Variante B 41 3.2 Elektrotechnische Umsetzung 43 3.2.1 Aufbau und Funktionen 43 3.2.2 Bauteile des PiaPi 45 Der Raspberry Pi 45 Die Tasten 48 Die LEDs 51 Die IMU 52 3.3 Entwicklung und Implementierung der Software 53 3.3.1 Überblick des Software-Ablaufs 53 3.3.2 Initialisierung und Klassen 54 3.3.3 Vom Tastendruck zum Ton 57 3.3.4 Es werde Licht 59 4. Methodik der Nutzer:innenstudie 60 4.1. Usability Testing 60 4.2 Qualitative Interviews 63 5. Nutzer:innenstudie zum PiaPi 67 5.1 Testung und qualitatives Interview 67 5.2 Auswertung der Studie 71 5.2.1 Interaktion mit dem PiaPi 72 5.2.2 Emotionen der Tester:innen 73 5.2.3 Bewertung der Designbesonderheiten 75 5.2.4 Anwendungsvorschläge und Bewertung der Konzeptidee 76 5.3. Herausforderungen und Erkenntnisse 78 6. Fazit und Ausblick 81 Literaturverzeichnis 86 Selbstständigkeitserklärung 91

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