This document proposes using a robot named Guido-Bot to teach programming and computer science skills to students in Okinawa through workshops and classes. Guido-Bot uses the visual programming language Scratch, making programming concepts tangible and fun. The project aims to launch pilot workshops at OIST and expand to weekly classes, addressing the lack of STEM and computer science education in Okinawa. Revenue from fees would allow the project to become self-sustaining and scale up programming education.
22 ans de rue, L'Itinérant numéro 1139 du jeudi 23 septembre 2016. Numéro spécial anniversaire de L'Itinérant, 22 ans de rue, 22 ans de lutte contre l'exclusion
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Explore how robotics is reshaping various industries and how they may create new possibilities within library environments. This session explores a wide gambit of information — from the basic STEAM toys that can teach coding to industry-level equipment and their applications in libraries, including sorting systems, interactive learning companions, and assistive devices for patrons with disabilities. Gain insights into the benefits and limitations of robotics, and explore future trends in the field.
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Organizational Learning Presentation (Training & Development) - Visual Learni...Devanshi Shah
- Successfully applied appropriate training methods to design and deliver a dynamic learning experience that meets the specified learners' needs
- Team split up into three pairs that focused on the three different learning styles (Visual, Auditory, Kinesthetic)
- Created and presented an in-class training session based on the Visual Learning Style
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Explore how robotics is reshaping various industries and how they may create new possibilities within library environments. This session explores a wide gambit of information — from the basic STEAM toys that can teach coding to industry-level equipment and their applications in libraries, including sorting systems, interactive learning companions, and assistive devices for patrons with disabilities. Gain insights into the benefits and limitations of robotics, and explore future trends in the field.
Key Points:
Overview of robotics technologies and their relevance to libraries.
Benefits and limitations of integrating robotics into library operations.
Various Edutech Products that teach robotics.
Future trends and possibilities for robotics in the library environment.
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2. Problem statement
Who: Educators, parents and volunteers in Okinawa
What: Want the opportunity to teach IT/CS skills to
their students or children
Why: General education, economy, quality of life,
overcoming the digital divide
Okinawa is behind in terms of general STEM education
and in terms of Computer Science education in
particular.
Even though parents might recognize a need for
such an education, schools do not provide it.
Our problem statement is:
3. Meet Guido-Bot
Guido-Bot is a robot that speaks Scratch, a simple and
visual programming language designed for children.
Guido-Bot will introduce children to programming, an
important but abstract skill, and make it very tangible
for everyone by solving games in the real world.
Guido-Bot is fun, affordable, customizable and
maintains children's motivation and curiosity towards
computer science.
4. Our product:
Programming with Guido-Bot
1. Short workshops
• about 2 hours
• Hosted in OIST for visiting groups
• Mobile version (going to schools, libraries...)
• By the end, Guido-bot has been moved by the
children themselves
2. Regular classes
•about 3 hours once a week
•8 week modules with different themes and goals
•Build different kinds of robots, explore different
sensors and capabilities
5. It’s fun!!
• Guido-Bot has a very interesting background story,
he also has a large family, you can create their
stories too
• Every challenge is wrapped in a story
• We have design kits to make Guido-Bot pretty or
cool
• Make youtube videos to share your creations and
designs
6. It’s affordable
All the technologies used are very
inexpensive (<100$) or even free and are as
open as possible, so that you can replicate
and improve the initial designs at home.
7. Project phases
Phase 1: Incubation - workshops at OIST to build, test,
and refine our curriculum and business model
Phase 2: Initial set-up - weekly classes at OIST and
workshops in various locations
Phase 3: School - move to our own facilities closer to
the demographic center of Okinawa. Offer classes and
workshops at our school, OIST, and around the island
As early as possible we would like to cooperate with
local schools, clubs, and museums.
8. Business Model
Initially, we aim to recover initial expenses for
materials.
Later, we become a sustainable business with
employees with the following revenue streams:
Fees:
• per group workshop 400$
• per module (about 8 sessions) 200$
• per single session 30$
• per private session 50$
Other:
• selling robot parts or kits
• merchandize (toys, comic books...)
• phone app
9. Workshops:
• 10 sets of Raspberry Pi’s and robots
• Projector and screen
• Design kits
• Hired tutors
Total (estimate including contingency): 5,000$
Classes:
• 10 sets of Raspberry Pi’s and robots
• Projector and screen
• Parts, electronic kits
Total (estimate without rent): 8,000$
• Rent and utilities: 12,000$ per year
Business Model
10. Our potential partners
Satoru Iizuka,
Team Okinawa
Yohei Yasukawa,
YasuLab Software
Okinawa Digital
Educators Network
Wonder Museum
MIT Media Lab
E-SIR
OIST
University of the Ryukyus
Kazuhiro Abe
Local Tech and
Engineering companies
11. Scaling up
More schools Guido-Bot
Comic book More robots
Invade Japan
Take over the
World
Adult
education
Pick up
laundry