In the spirit of these guidelines, the lessons to be provided by Murata employees will teach children how to move “Sensei Robots” , having fun while developing a programming mindset. Through a process of trial and error, the children will issue various commands in order to achieve the desired actions over the course of two 45-minute sessions.
Flow of the Lessons
Lesson Flow |
Practical Content |
Learning Aim |
First Half |
・Learning about examples of programming in the real world
・Learning how to move the “Sensei Robots”
・Composing basic movements |
・Problem solving through discussion
・Increased familiarity with programming
・Implementation of “voluntary, interactive, and in-depth learning” |
Second Half |
・Composing advanced movements
・Team problem-solving discussion and examination of means of resolution |
・Cultivation of creativity through the combining of various commands
・Advanced problem solving via free thinking
・Acquisition of a programming mindset
|
Concept images for programming on tablets (*Images are under development.)
The lessons incorporate the essence of the “three pillars of talent and competency” consolidated within the curriculum guidelines as critical skills for children in a new era: “motivation to learn and human enrichment,” “knowledge and technical skills,” and “the ability to think, make judgments, and express oneself.”
The use of humans in the role of the robots is intended to make the lessons more intimate for the children. The single-mindedness and heroism of the “Sensei Robots” played by humans inspire the children’s “motivation to learn and human enrichment.” Furthermore, familiarity with electronic devices is becoming increasingly essential as IT grows more and more prevalent in society. By commanding the “robots” using tablet devices, the children can grasp the feeling of operation as well as communication and connection mechanisms, and thereby acquire “knowledge and technical skills” applicable to the real world. Discussing corrective approaches to address failure to achieve the desired actions and find problem-solving strategies allows the children to hone their ability to think, make judgments, and express oneself.
In addition, since the lessons need little space to run programming, requiring only Murata employees, tablet devices, and communications equipment, they can be implemented with very little burden on the school’s side.
The initial implementation schedule and outline of the lessons are as follows:
Outline of Lessons
Guest Lesson Name |
Move, Sensei Robot!! |
Concept |
Moving the “robots” is challenging, but fun!
|
Lesson Content |
Teams of children transmit instructions combining various commands using a tablet device to make the “Sensei Robots” perform the desired actions. A programming mindset is fostered through a process of trial and error. |
Sample Tasks |
・Make the “robots” move from A to B (with obstacles along the way).
・Make the “robots” stand in a line at arm’s length.
・Make the “robots” imitate dogs, etc.
|
Sample Commands |
・Move one space forward
・Crouch
・Raise/Lower arms by 90°
・Kneel
・Tilt head forward/back, etc. |
Lesson Time |
90 minutes (two 45-minute periods) *The guest lesson is conducted within a single day. |
Targeted Grades |
Upper grades of elementary school (fourth through sixth graders) |
Number of Participants |
Up to 36 participants
*Each tablet is shared by three children
|
Necessary Equipment |
・“Sensei Robot” parts (head units and eyes, noses, etc. of various shapes)
・Tablet devices
・Mobile-device-based Wi-Fi communication environment
|
Other |
The Murata Cheerleaders(Murata Robot), products of a programming mindset, perform a cheer routine to encourage the children. |