Homeschooling
NVIDIA CEO Jensen Huang just said the quiet part out loud about what the education system will never admit. For a century, we built humans to think like calculators. The algorithm made that skillset obsolete overnight. Huang: “The definition of smart is somebody who’s intelligent, solve problems, technical. But I find that that’s a commodity. And we’re about to prove that artificial intelligence is able to handle that part easiest.” Software engineering was supposed to be the safe play. Superintelligence cleared it first. The SAT was supposed to measure intelligence. It was measuring the ability to follow instructions. Raw technical processing isn’t a competitive edge anymore. It’s the floor the machine stepped over before you woke up. The question isn’t what you can calculate. It’s what you can see before the data shows up. Huang: “People who are able to see around corners are truly, truly smart. And their value is incredible. To be able to preempt problems before they show up, just because you feel the vibe.” That vibe isn’t magic. It’s the collision of first principles, human empathy, and lived experience no model can fake. Huang: “That vibe came from a combination of data, analysis, first principle, life experience, wisdom, sensing other people.” The operators who see around corners will command the AI. The ones waiting for dashboards to update will be replaced by it. Huang: “I think long term the definition of smart is someone who sits at that intersection of being technically astute, but human empathy and having the ability to infer the unspoken, around the corners, the unknowables.” The unspoken variables are the new leverage. The human psychology inside a market. The invisible friction in a negotiation. The instinct to build something nobody asked for yet. You can’t spreadsheet your way there. You can’t prompt your way to that perception. It comes from decades of watching what doesn’t show up in the metrics. Huang: “And that person might actually score horribly on the SAT.” The future doesn’t belong to people who memorized answers. It belongs to people who sense the questions before anyone thinks to ask. The old system tested your ability to follow orders. The new one tests your ability to move through the unknown. And the machine can’t help you with that part. That part is entirely on you.
China’s compulsory education system, which spans nine years (primary school from ages 6-12 and junior secondary from ages 12-15), underwent a major reform in 2022 with the release of the “Compulsory Education Curriculum Program and Standards” by the Ministry of Education (MOE). This reform optimizes the curriculum structure, emphasizes core competencies like innovation and practical skills, and includes Information Technology as an independent subject starting from grade 3 (around age 8-9).
The Information Technology curriculum focuses on four key areas: information awareness, computational thinking, digital learning and innovation, and responsibility in an information society. It incorporates programming, coding, data processing, algorithm design, and basic AI concepts, with hands-on activities to foster problem-solving and creativity.
Since September 2025 (now in effect as of 2026), AI education has been made mandatory across primary and secondary schools nationwide, requiring at least 8-10 hours of AI instruction per year starting from grade 1 (age 6).
The curriculum progresses from basic concepts like smart devices and simple algorithms in early primary years to more advanced topics such as machine learning, neural networks, and ethical AI use by high school.
This is part of broader policies like the 2017 Next Generation Artificial Intelligence Development Plan and the 2018 Education Informatization 2.0 Action Plan, which integrate AI and coding into the Information Technology syllabus.
Regarding hands-on training with tools like Arduino and Raspberry Pi: While the national curriculum standards do not explicitly mandate these specific devices, they are commonly used in school implementations, particularly through “maker education” initiatives integrated into STEM and Information Technology classes.
Maker education, promoted since 2015, emphasizes project-based learning with open-source hardware for IoT, robotics, and electronics, and is widely adopted in primary and secondary schools to build practical skills.
For example:
- Primary level (ages 6-12): Activities often involve basic coding with visual tools (e.g., Scratch), simple robotics kits, and introductory hardware like Arduino for building sensors or LED circuits, aligning with computational thinking goals.
- Secondary level (ages 12-18): More advanced projects may use Raspberry Pi for AI applications like image recognition or IoT systems, supported by partnerships with companies such as SenseTime and iFlytek, which provide educational robots, labs, and online platforms.
asiapacific.ca
Local variations exist, with provinces like Zhejiang and cities like Hangzhou leading in mandatory AI and maker programs from younger ages.
Textbooks, such as those from SenseTime’s K-12 AI series, include hands-on modules, and schools often equip maker spaces with Arduino, Raspberry Pi, and similar tools for extracurricular or integrated activities.
This approach aims to cultivate innovation, with over 10,000 AI pilot schools established by 2022.
For the full official documents, refer to the MOE’s 2022 standards (available in Chinese on moe.gov.cn), which outline weekly hours: Information Technology gets 2-3 hours per week in grades 3-9.
If you need translations or specifics on a grade level, let me know!
Sample Arduino lesson plans
Here are several sample Arduino lesson plans drawn from educational resources, suitable for students (often middle or high school level, but adaptable for younger ages with supervision). I’ve focused on beginner-friendly ones that emphasize hands-on activities, programming basics, and circuit building. These can be scaled for classroom use or self-study.Sample 1: Introduction to Physical Computing with Arduino (from CodeHS Course)This structured course is designed for beginners, progressing from setup to advanced projects over 16 lessons. It’s ideal for middle or high school students, with a focus on programming concepts and physical hardware integration. No prior experience is needed.
- Objectives: Build foundational skills in Arduino programming, hardware setup, control structures, and sensor/motor integration to create interactive projects.
- Materials Needed: Arduino board (e.g., Uno), USB cable, breadboard, jumper wires, LEDs, resistors, motors, sensors (varies by lesson).
- Key Lessons and Activities (summarized in phases):
- Intro Phase (Lessons 1-6): Welcome to Arduino; set up hardware; learn comments, pseudocode, variables, and debugging. Activity: Write and test simple code sketches, culminating in a quiz.
- Control Structures Phase (Lessons 7-12): Loops, if/else statements, operators, functions, and motor control. Activity: Program loops to control motor speed or direction; quiz on concepts.
- Project Phase (Lessons 13-16): Challenges like building a basic robot; explore new sensors (e.g., ultrasonic for distance); step-by-step project (e.g., automated light system); final capstone integrating all skills (e.g., sensor-triggered device).
- Duration: 10-20 hours total, spread over weeks.
- Assessment: Quizzes, project rubrics evaluating code functionality, creativity, and debugging.
- Extensions: Adapt for team projects or integrate with real-world applications like environmental monitoring.
Sample 2: Beginner Arduino Tutorials (from TopTechBoy)These video-based lessons are self-paced and targeted at absolute beginners, making them great for young students (ages 10+) or introductory workshops. They emphasize practical steps with visual demos.
- Objectives: Understand Arduino basics, hardware prototyping, and simple programming to build confidence in electronics.
- Materials Needed: Arduino board, computer with Arduino IDE, breadboard, basic components like LEDs.
- Selected Lesson Summaries:
- Lesson: Getting Started with Arduino: Step 1: Unbox and identify Arduino components. Step 2: Install Arduino IDE software. Step 3: Connect board via USB and upload a “Blink” sketch (flashes an onboard LED). Activity: Modify code to change blink speed.
- Lesson: Understanding Breadboards: Step 1: Explain breadboard layout (power rails, terminal strips). Step 2: Build a simple circuit (e.g., LED with resistor). Step 3: Connect to Arduino and power it via code. Activity: Test continuity and troubleshoot shorts.
- Lesson: Understanding Variables: Step 1: Introduce variable types (int, float). Step 2: Declare and assign values in code. Step 3: Use variables in a loop to control an output (e.g., dimming an LED). Activity: Create a program that increments a counter and displays via serial monitor.
- Duration: Each lesson 20-45 minutes; series can be completed in a few sessions.
- Assessment: Self-check via working circuits and code output.
- Extensions: Combine with sensors for data logging projects.
Sample 3: Arduino Education Kits and Curricula (from Arduino.cc)Arduino’s official education programs offer modular lesson plans tied to kits, aimed at K-12 students to foster STEAM skills through hands-on maker activities. They start from young ages (e.g., middle school) with block-based coding and progress to text-based.
- Objectives: Develop programming, electronics, and problem-solving skills via real-world challenges; align with curriculum standards for innovation and sustainability.
- Materials Needed: Specific kits like Alvik Robot (with Arduino Nano ESP32), PLC Starter Kit, Science Kit R3 (sensors for physics), or Greenhouse Kit (IoT components).
- Key Lesson Examples (from kit-based curricula):
- Basic Robotics with Alvik Kit: Step 1: Assemble robot and connect to computer. Step 2: Use block-based coding to make it move (forward/backward). Step 3: Advance to MicroPython for sensor integration (e.g., line following). Activity: Program obstacle avoidance.
- Physics Experiments with Science Kit R3: Step 1: Set up sensors (e.g., temperature, motion). Step 2: Code data collection via Arduino IDE. Step 3: Analyze in Science Journal app. Activity: Measure velocity or forces in simple experiments.
- IoT Sustainability Project with Greenhouse Kit: Step 1: Build enclosure with sensors for humidity, CO2, etc. Step 2: Program automation (e.g., fan activation). Step 3: Monitor via cloud. Activity: Optimize for plant growth simulation.
- Duration: 9-25 hours per kit, with 9 guided lessons plus open-ended projects.
- Assessment: Project outcomes, peer reviews, and certifications (e.g., Junior Certification for basics).
- Extensions: Cross-curricular ties to science or environmental studies; community projects shared on Arduino Forum.
These samples can be adapted based on available hardware and student age. For full details, check the sourced websites or explore free resources like the Arduino IDE tutorials. If you need plans for a specific grade level or theme (e.g., robotics-focused), provide more details!
Sample lesson plans for advanced Arduino
Here are several sample lesson plans for advanced Arduino topics, drawn from educational resources and adapted for intermediate to advanced students (typically high school or beyond, assuming prior knowledge of basics like setup, variables, loops, and simple circuits). These focus on complex integrations, such as multiple sensors, actuators, data handling, and real-world applications like IoT or robotics. I’ve included objectives, materials, activities, duration, and assessments for each.Sample 1: Advanced Program Control and Sensor Integration (Adapted from CodeHS Advanced Arduino Unit)This plan builds on intermediate skills to create non-blocking, multi-component systems, emphasizing timing, displays, and project synthesis.
- Objectives: Use control structures and libraries to build interactive devices; implement non-blocking timing with millis(); integrate LCD screens for output; research and incorporate new sensors; design and present original projects.
- Materials Needed: Arduino board (e.g., Uno), breadboard, jumper wires, LCD screen (16×2), ultrasonic sensor, servo motor, potentiometer, additional sensors (e.g., DHT11 for temperature/humidity), computer with Arduino IDE.
- Key Activities (structured in phases over sessions):
- Phase 1: Challenges with Timing and Displays (2-3 hours): Review loops and conditionals; introduce millis() for multitasking (e.g., blink an LED while reading sensor data without delays). Build a circuit with an LCD to display real-time data, like distance from an ultrasonic sensor. Activity: Create a “digital watch” that shows time elapsed and triggers a servo at intervals.
- Phase 2: Explore New Sensors (3-4 hours): Research a new sensor (e.g., via datasheets or libraries); wire it and code integration (e.g., add DHT11 to log temperature). Activity: Develop a mini-lesson or demo for peers, including code examples and troubleshooting.
- Phase 3: Step-by-Step and Final Project (4-6 hours): Follow external instructions for a complex build (e.g., an “elevator” simulator with buttons, motors, and LCD feedback); evaluate and modify the design. Culminate in an original project, like a smart environmental monitor that logs data to serial and alerts via buzzer. Activity: Scope features, prototype, iterate, and present with code walkthrough.
- Duration: 9-13 hours total, spread over 4-6 sessions.
- Assessment: Code functionality rubrics (e.g., error-free multitasking, sensor accuracy); peer reviews on sensor demos; final project presentation evaluating creativity, complexity, and documentation.
- Extensions: Integrate wireless modules (e.g., ESP8266 for IoT data upload) or add data logging to SD cards.
Sample 2: Building a GPS Tracker with Data Logging (From TopTechBoy Advanced Tutorials)This self-paced plan focuses on GPS integration, serial communication, and data processing, ideal for advanced students interested in location-based projects.
- Objectives: Understand GPS modules and NMEA sentences; implement serial data parsing; log and visualize data (e.g., on Google Earth); handle arrays and functions for efficient code organization.
- Materials Needed: Arduino board, GPS module (e.g., NEO-6M), microSD card shield, LCD display (optional), jumper wires, battery pack for portability.
- Key Activities:
- Lesson 1: GPS Basics and Connection (1-2 hours): Wire the GPS module; use SoftwareSerial library to read raw NMEA data. Activity: Parse sentences to extract latitude, longitude, and time; display on Serial Monitor.
- Lesson 2: Data Logging (2-3 hours): Add SD card shield; use arrays to store multiple readings. Activity: Write a function to log GPS data to a file at intervals; include error handling for signal loss.
- Lesson 3: Visualization and Advanced Features (2-3 hours): Export logged data as KML for Google Earth tracking. Activity: Add an LCD to show live position; incorporate a button to start/stop logging; optimize code with global/local variables and interrupts for better timing.
- Duration: 5-8 hours, suitable for 2-3 sessions.
- Assessment: Verify logged data accuracy (e.g., compare tracks on Google Earth); code review for efficient use of arrays/functions; self-reflection on challenges like signal interference.
- Extensions: Add cellular module for real-time tracking or integrate with sensors (e.g., accelerometer for motion detection).
Sample 3: Arduino Rube Goldberg Device with Multi-Module Integration (From Instructables PBL Approach)This project-based plan encourages innovation through the Engineering Design Process, combining multiple modules into reactive systems for STEM challenges.
- Objectives: Integrate 3+ sensors/actuators into a complex, environment-reactive device; apply the Scientific Method and Engineering Design Process for prototyping; debug advanced hardware/software interactions.
- Materials Needed: Arduino board, breadboard, ultrasonic sensor, IR sensor, servo motor, LEDs, piezo buzzer, LCD display, resistors, jumper wires.
- Key Activities (using a structured PBL template):
- Phase 1: Define and Scaffold (1-2 hours): Pose a driving question (e.g., “Design a device that reacts to its environment to perform a simple task like hitting a ball”). Review basics via demo board (e.g., test individual modules like servo control or ultrasonic ranging). Activity: Create evaluation rubric focusing on module count, reactivity, and task completion.
- Phase 2: Research and Prototype (3-5 hours): Research module compatibility (e.g., ultrasonic for proximity, IR for object detection); test isolated components. Activity: Build prototypes iteratively—e.g., servo paddle triggered by ultrasonic, add IR for precise timing, integrate LCD for distance display and buzzer for alerts.
- Phase 3: Integration and Iteration (3-4 hours): Combine into a full Rube Goldberg sequence (e.g., detect approaching object, measure distance, activate servo to “hit,” confirm with IR). Activity: Debug wiring/logic issues; iterate based on testing (e.g., adjust thresholds for reliability).
- Duration: 7-11 hours, over 3-5 sessions.
- Assessment: Rubric-based evaluation (e.g., functionality, innovation); prototype demos; reflection journal on design iterations.
- Extensions: Scale to team competitions or add AI elements (e.g., basic machine learning via external libraries for pattern recognition).
Sample 4: Infrared Remote-Controlled Systems (From TopTechBoy Advanced Tutorials)This plan explores remote control, motor manipulation, and RGB lighting, advancing to custom command systems for interactive devices.
- Objectives: Decode IR signals and map to commands; control motors and LEDs with variable speed/color; use functions for modular code; handle interrupts for responsive input.
- Materials Needed: Arduino board, IR receiver module, IR remote, DC motor with controller, RGB LED, resistors.
- Key Activities:
- Lesson 1: IR Basics (1-2 hours): Connect IR receiver; use IRremote library to decode button presses. Activity: Map remote keys to simple actions (e.g., toggle LED).
- Lesson 2: Motor Control (2-3 hours): Integrate motor; create functions for speed/direction. Activity: Use remote to adjust motor (e.g., forward/backward, PWM for speed).
- Lesson 3: RGB Integration and Commands (2-3 hours): Add RGB LED; handle hexadecimal for color mixing. Activity: Build a system where remote controls brightness, color, and motor; add interrupts for seamless response.
- Duration: 5-8 hours, for 2-3 sessions.
- Assessment: Functional testing (e.g., reliable command execution); code optimization review; extension challenge like adding a display for status.
- Extensions: Combine with wireless (e.g., Bluetooth) or scale to robot control.
These plans can be customized based on group size or resources. For full implementations, refer to the sourced sites or explore Arduino’s official libraries for code examples. If you need plans for specific themes (e.g., AI with Arduino or robotics), let me know!
- 01/10/2026 – Rosenthal Effect
(2) iPaul on X: “麻省理工发现一个很神奇的方法,能让孩子心甘情愿写作业的“罗森塔尔效应”。家长们可以马住试一试! https://t.co/vqaeaRlxUZ” / X
- The post promotes a 3-minute video detailing an 8-step homework routine—starting with playtime, task ordering by difficulty, and point-based rewards—attributed to MIT’s “Rosenthal Effect” for fostering willing compliance through positive parental expectations.
- The Rosenthal Effect, identified in a 1968 Harvard experiment by Robert Rosenthal and Lenore Jacobson, shows teacher expectations subtly improve student outcomes via self-fulfilling prophecies; no records tie it to MIT or this exact routine, which blends it with time-management techniques.
- Replies reveal skepticism on real-world enforcement, aligning with self-determination theory studies (e.g., Ryan & Deci, 2000) indicating routines succeed best when building intrinsic interest rather than rigid incentives, which can reduce long-term motivation if perceived as controlling.
Introduction to the Rosenthal Effect: MIT discovered a method called the “Rosenthal Effect” (also known as the Pygmalion effect) that encourages children to do homework willingly by fostering positive expectations from parents, making kids feel respected and motivated. It’s recommended by a Shanghai key elementary school teacher as an effective way to combat procrastination without commands, which trigger instinctive resistance.
- Step 1: Playtime After School: Let the child play for half an hour immediately after returning home to refresh and build motivation, as this helps improve learning efficiency through exercise and relaxation.
- Step 2: Handle Chores in 5 Minutes: Give the child exactly 5 minutes to deal with all miscellaneous tasks (e.g., eating, drinking water, using the toilet). Once homework starts, they must stay focused and cannot leave their seat for a fixed period.
- Step 3: Order Assignments by Difficulty: Prioritize brain-intensive tasks like math calculations first when the brain is most active. Place simpler tasks (e.g., copying words) in the middle. Save the most difficult problems for last to use energy effectively and teach time management.
- Step 4: Clear the Desk: Remove all distractions from the desk, placing only one assignment at a time. Complete it before switching to the next to maintain focus.
- Step 5: Review Before Writing: Flip through the textbook to review material before starting questions. Skip unknowns temporarily without getting stuck, as this consolidates daily learning and quickly resolves knowledge gaps.
- Step 6: Check and Self-Question: After completion, check work. For younger children, provide a small range (e.g., “One of these three questions is wrong”) to guide self-correction. For older kids, use a larger range to encourage independent thinking and problem-solving.
- Step 7: Use an Incentive Table: Create a homework check-in table with a points system for rewards. Children earn points for completing tasks, which they can redeem for prizes, making homework more engaging and proactive. Customize the table based on preferences.
- Step 8: Organize a Wrong Questions Notebook: Maintain a notebook for recording and reviewing wrong answers from daily homework. This is emphasized as crucial for long-term improvement.
Overall Benefits and Encouragement: Practicing this for a year can greatly enhance a child’s learning autonomy and motivation. The video encourages hardworking parents to try it and share the method.