Teaching automata is an entry point for arts and STEM integration in the classrooms. Children can have a hands-on science/engineering experience in a single paradigm that addresses their artistic needs in an authentic way.
The magical endpoint of learning doesn’t happen on its own. It’s important to integrate with the STEM faculty in a meaningful way, where all sides discuss their strengths and weaknesses, and how they can contribute and detract from the educational objective. The physics teachers might not have a robust grounding in the arts. The art teachers might not have a good idea of how to express engineering concepts in scientifically valid ways. However, the science teachers will be able to discuss the whys, while the art teachers will have the practical know-how to apply that abstract learning in the real world.
In a half year course (assume 180 total days in the year, so 18 weeks) at the high school level, it’s safe to assume the kids are in the classroom daily, for about 45 minutes/day. Any art can engage the artist for a lifetime of study, but valuable, high quality lessons can be designed that can occupy a student for a week, and these lessons can be built upon to culminate in a longer-term project that could occupy a student for a month.
The tough hurdle to overcome is that fewer and fewer consumer products are being made these days with the aim of being repaired. Mass production has reached the stage that for most things, it’s cheaper to replace than repair. As a result, this “fix it yourself” ethos has fallen by the wayside, and with it, the mental skills needed to design mechanical objects that perform a discrete action. To counter this, some quick lessons are needed in how to build mechanisms that perform different functions. But the fly in the ointment here is that our “throw away” society has devalued facility with tools and fabrication techniques. Initially, it may be necessary to facilitate learning by creating a collection of ready-made parts and components. In this way, the focus can be kept on building mechanisms, with tool use an ongoing lesson, rather than having to start “cold” by teaching kids how to cut a circle out of wood, etc. The enthusiasm of making things remains high as the children realize quick gains. Later, after they’ve seen how their ideas can be realized with a little more knowledge, they’ll have the patience to sit through basic tool use, knowing this will help them realize their grand ideas to a greater degree.
The first couple weeks of the course would be spent with playful experimentation– less emphasis on tangible deliverables, and more of an emphasis on learning the concepts of mechanical automation. How does a lever work? How can I connect a rotating cam shaft to a series of levers to create a sequence of actions? The students would document their learning through “laboratory notebooks”, where they make sketches, unfolding the mechanical actions they observe. Toys akin to “Fridgits” can serve as ready-made mechanisms to inspire their experiments. Thoughtfully designed objectives, handed down from the teacher, can spur children to learn specific concepts: the teacher will have more foresight as to which mechanisms will provide the best bang for the buck, and additionally, the teacher can assign a different mechanism to different students/groups, seeding the ability of the students to teach each other as they uncover design problems later in the course.
Potential lessons–
How does a tape measure retract? (flat retraction spring)
How does a seat belt tensioner grab when you need it to, but release during normal operation? (Angular momentum)
How does a reduction gear work?
How can pulleys increase mechanical advantage?
How does each lever in a mousetrap function?
How do cams in an automotive engine work?
After the first couple of days of deconstructing mechanisms, the kids are broken into teams, and given a task to create an action to create a mechanism that will perform a particular mechanical task– wave a toy plastic hand, raise and lower a rabbit from a magician’s hat, lift a load out of a “cargo hold” and put it on a “dock”. These tasks should be designed to require a grounding in lessons already learned, and should require a level of synthesizing new knowledge commensurate with their abilities.
After a week or two of playing and synthesizing knowledge of how mechanisms work, the course should turn to disassembling (visually or actually) moderately complex mechanisms, in an effort to cement new mechanical knowledge. Games can be created where teams compete against each other to explain the workings of a mechanism in the best time.