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Application of Intelligent Product Design on STEAM Education

Published: 21 October 2015 Publication History

Abstract

In this paper, a STEAM education was developed by applying intelligent product design. One promising approach to improve children's STEAM attitudes, knowledge, and skills is to utilize robotics in the program. As an intelligent product is a robot with the shape of the common object, intelligent product design could allow children to learn robotics and product design. Field trial of STEAM education was held at a Korean elementary school for two weeks. After the field trial, children evaluated the perception toward a common product and a developed intelligent product. The results showed that the intelligent product was perceived more positively and intelligent than the common product.

References

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Bartneck, C., Kulić, D., Croft, E., and Zoghbi, S. Measurement instruments for the anthropomorphism, animacy, likeability, perceived intelligence, and perceived safety of robots. International Journal of Social Robotics 1, 1 (2009), 71--8
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Cho, H.S., Kim, H., and Hur, J. The understanding of STEAM education through field application cases. Korea Foundation for the Advancement of Science & Creativity Report, issued February 02 (2012).
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Kwak, S.S., Kim, J.S., and Choi, J.J. Can robots be sold?: The effects of robot designs on the consumers' acceptance of robots. In Proc. HRI (2014), 220--221.
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Lee, H.N., Namkoung, Y., Kim J., Jeong D., Seo, H., Park, S., Lee, K., Yang, S., Choi, J., Kim, Y., Choi, J.J., and Kwak, S.S. Intelligent product design. In Proc. HRI (2015), 301.
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Cited By

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  • (2023)Digital Fabrication in Arts and Crafts Education: A Critical ReviewLearning and Collaboration Technologies10.1007/978-3-031-34411-4_44(642-657)Online publication date: 23-Jul-2023

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    cover image ACM Other conferences
    HAI '15: Proceedings of the 3rd International Conference on Human-Agent Interaction
    October 2015
    254 pages
    ISBN:9781450335270
    DOI:10.1145/2814940
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • BESK: Brain Engineering Society of Korea

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 21 October 2015

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    Author Tags

    1. STEAM
    2. intelligent product
    3. product design

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    HAI 2015
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    • BESK
    HAI 2015: The Third International Conference on Human-Agent Interaction
    October 21 - 24, 2015
    Kyungpook, Daegu, Republic of Korea

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    Overall Acceptance Rate 121 of 404 submissions, 30%

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    • (2023)Digital Fabrication in Arts and Crafts Education: A Critical ReviewLearning and Collaboration Technologies10.1007/978-3-031-34411-4_44(642-657)Online publication date: 23-Jul-2023

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