STEAM Curriculum in Practice: Japanese Karuta Game

 

The Erasmus+ STEAM-Connect project offers the opportunity to benefit from the synergies between teachers in different national, cultural and social environments. The project aims to connect teachers of different subjects, parents, artists, educators and researchers from different disciplines to develop innovative transdisciplinary workshops and pedagogies together to enhance collaborative STEAM learning for students of all abilities and backgrounds. The STEAM lessons plan below has been developed as part of the STEAM Connect project, and is available for all teachers, parents and educators who are committed to multidisciplinary learning.

Topic: Japanese Karuta Game

 

Purpose:

In this unit, students delve into the multifaceted world of the traditional Japanese Karuta card game. It bridges various academic disciplines – ranging from Arts and Engineering to Mathematics, History, and Cultural Studies. Designed for students aged 6 to 16, this engaging 2-3 hour unit spans several sessions, each crafted to foster a comprehensive understanding of both the game’s cultural significance and its educational value.

The purpose of this unit is to not only educate students about a unique aspect of Japanese culture but also to empower them to integrate diverse knowledge spheres through the creation of a playable Karuta game. This approach highlights the STEAM philosophy of blending scientific, artistic, and cultural education to produce holistic learning experiences. The unit aims to inspire students to see the value in cross-cultural exchanges and the practical fun in applying academic concepts to real-world scenarios. By the end of the unit, students will have developed not just a new sport to enjoy during school breaks but also valuable life skills that transcend the classroom.

This lesson plan has been developed by teachers of Viitaniemen koulu Jyväskylä (Finland), and Japanese exchange students of JYU (Finland).

The primary objective is to cultivate a suite of skills and knowledge bases among the students:

Motor Skills and Aesthetics: Students will enhance their fine motor skills through the tactile activities of drawing and card creation, learning about aesthetic composition and the simplification of complex subjects.
Cultural and Linguistic Fluency: Participants will gain insights into Japanese culture and language, promoting cross-cultural understanding and appreciation.
Mathematical and Engineering Thinking: The game’s structure will help students grasp basic coding concepts, the importance of rules in game design, and practical application of math in measuring and scaling.
Social and Emotional Learning: Through collaborative game design and play, students will improve their teamwork and communication skills, experiencing the joy and social interaction of shared play.

STEAM Subject Elements:

Science: Observations of the speed. Who is the quickest?
Technology: Learning about the rules of the game.
Engineering: To understand how a game is created and played.
Arts: Drawing and writing cards. Learning composition. Fine motorics.
Mathematics: Counting, exploring the different schemas.

In order to see the full lesson plan, click here.

 

See more STEAM lesson plans on our STEAM Connect page.

KA220-SCH-C8F150FC

Coordinator: UNIVERSITE DU LUXEMBOURGwww.uni.lu

Partner organizations:

UNIVERSITAT LINZ, Austria, www.jku.at
UNIVERSITA DEGLI STUDI DI TORINO, Italy, www.unito.it
UNIVERZITA KOMENSKEHO V BRATISLAVE, Slovakia, http://www.uniba.sk
Experience Workshop Oy, Finland, www.experienceworkshop.org

 

 

 

 

 

 

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