Paper:
A Study of Kicking Motion Model Teaching Material to Promote STEAM Education
Teruyuki Tamai*,
, Yoshihiro Ohnishi*
, and Kazuo Kawada**

*Faculty of Education, Ehime University
3 Bunkyo-cho, Matsuyama, Ehime 790-8577, Japan
Corresponding author
**Graduate School of Humanities and Social Sciences, Hiroshima University
1-1-1 Kagamiyama, Higashi-hiroshima, Hiroshima 739-8524, Japan
This study developed a simple mechanical model for STEAM learning that links technology, science, and physical education classes in junior high school; the tabletop device uses two servomotors arranged like a hip and knee to mimic the kicking motion of a human leg. Students use a microcontroller to change the PWM command value and joint angles, perform a kick, film the trial with a tablet, and calculate ball speed by reading elapsed time on the video playback timeline, so coding and measurement happen in the same activity. By testing two PWM command value settings and two driving styles, using either one motor alone or both motors working together, the linked motor motion produced the fastest ball speeds, and clear differences also appeared between the higher and lower PWM command value settings. These results allow learners to observe how rotational speed and joint coordination increase the striker tip speed and, consequently, ball speed, turning formulas into observed motion. Because coding, testing, graphing, and discussion all happen in a short loop, the activity strengthens an inquiry cycle where students test ideas, obtain evidence, and improve their plans. Made from low-cost parts, the model can be rebuilt in ordinary schools and may serve as a platform that supports data literacy and evidence-based skill improvement.
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