Lesson Notes By Weeks and Term v4 - SHS 3

Robots & Society

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Subject: Robotics

Class: SHS 3

Term: 1st Term

Week: 4

Grade code: 3.1.1.LI.2

Strand code: 1

Sub-strand code: 1

Content standard code: 3.1.1.CS.1

Indicator code: 3.1.1.LI.2

Theme: Principles of Robotic Systems

Subtheme: Robots & Society

Lesson Video

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Performance objectives

Lesson summary

Welcome, future innovators! In Ghana today, we face various challenges in our communities and industries—from making our farms more productive to managing waste in our cities. This lesson moves robotics from the world of science fiction to our own backyards. We will explore how we can be problem-solvers, using the principles of robotics to design practical solutions for real Ghanaian problems. This isn't just about building machines; it's about building a better Ghana by applying creativity, critical thinking, and teamwork to challenges in sectors like agriculture, sanitation, healthcare, and manufacturing.

Lesson notes

Before we can solve problems with robots, we need to understand the process and the key ideas involved. This is our toolkit for innovation. A. The Robotic Design Thinking Process

This is a structured way to go from a problem to a solution. It ensures we don't just jump to the first idea we have, but create the *best* possible solution. Empathise & Identify: Understand the problem from the perspective of the people facing it. Who is affected? What are their biggest challenges? A problem well-defined is a problem half-solved. *Example:* Instead of saying "Farming is hard," a good problem identification is: "Cocoa farmers in the Ashanti Region spend many hours manually breaking pods, which is slow and causes back pain." Ideate (Brainstorm): Generate as many ideas as possible, without judgment. The goal is quantity over quality at this stage. Think outside the box! *Technique:* Use "Round Robin" brainstorming. Each person in the group shares one idea, and you go around the circle until no new ideas are left. This ensures everyone speaks. Design & Sketch: Choose the most promising ideas and start drawing them. A sketch is a visual plan. It should be clear enough for someone else to understand. You should label the key parts. *Key consideration:* Local Components. Think about what is actually available in Ghana. Can we use recycled materials? What electronic parts can we buy at shops in Accra (e.g., Opera Square) or Kumasi? Using an Arduino or Raspberry Pi is realistic, but designing with rare, expensive sensors is not. Prioritise & Select: Evaluate your designs based on specific criteria. Which one is most effective? Which is most affordable? Which is the simplest to build? Your group must discuss and agree on the best-fit solution to develop further. Present & Justify: Prepare to explain your final design to others. Why is it the best solution? How does it work? Why is it realistic for our context? B. What Makes a Problem "Robot-Solvable"?

Not every problem needs a robot. Robots are best suited for tasks that are: Dull / Repetitive: Tasks that humans find boring and do over and over again. This can lead to mistakes from a lack of concentration. *Ghanaian Example:* Sorting harvested tomatoes by size and colour at a farm in the Ada East District. A robot with a camera and a simple gripper could do this for hours without getting tired. Dirty: Tasks that involve handling waste, chemicals, or other unpleasant materials. *Ghanaian Example:* Clearing plastic waste from the gutters in Accra after a heavy rain. A semi-aquatic robot could be designed to navigate the drains and collect debris. Dangerous: Tasks that pose a risk to human health and safety. *Ghanaian Example:* Entering a collapsed "galamsey" (illegal mining) pit to check for survivors or map the structure. A small, rugged robot could go where it's too dangerous for a person. Delicate / Precise: Tasks that require a very high degree of accuracy, more than a human hand can consistently provide. *Ghanaian Example:* Assembling microchips or mobile phone components at a factory in the Tema Free Zones. C. Sketching Your Design: Communicating Your Idea

A good sketch is a powerful tool. It doesn't have to be a perfect work of art. Use simple shapes: Circles, squares, rectangles, and lines are enough. Label everything: Name the key parts (e.g., "DC Motor," "Ultrasonic Sensor," "Gripper Arm," "Recycled plastic chassis"). Show connections: Use arrows to show movement or lines to show how parts are connected. Add notes: Write short sentences to explain what a part does (e.g., "Camera identifies the type of plastic bottle").

Evaluation guide