Electronics are everywhere in modern society. Without electronics, our society would not function. Robots, cars, planes, agricultural and forestry machines, portable communication devices and household appliances are all controlled and operated by microprocessors and their software, which are the core technology in electronics. Such an entity based on microchips is called an embedded system. Industrial production processes are also often controlled electronically. Electronic assemblers who have completed a study programme in electronics are able to perform structural planning, assembly, programming and testing tasks related to electronics production, especially in prototype production.
The detailed competence requirements of the Taitaja competition are given in the study modules for Professional Electronics and Integrated Applications and Project Work of the Electronics Assembler study programme.
These practical competence areas include CAD design of printed circuit boards for prototype equipment in electronics manufacturing, small-scale dimensioning of an electronic circuit, commissioning a programming environment and programming an embedded system using one of the commonly used programming languages, and assembling an electronic device to ICP standards using the common industry methods for prototype manufacturing, taking into account work health and safety in all aspects of the work.
The competition tasks are designed for students who have completed the key components of the qualification to the level Excellent (K3). The competition tasks are based on the modules Professional Electronics and Integrated Applications and Project Work. The competition can be used as a vocational skills demonstration.
The competition tasks include:
- circuit board design and assembly of an electronic device
- programming and commissioning an embedded system related to the electronic device
- measuring and trouble-shooting
The competition task consists of various modules, and the work phases in the competition aim towards constructing a single device, which can be:
- a robot
- a gaming device
- a multimedia device
- a remote-controlled, independently moving device