AI Thinking & Creation Kit & Course

About the AI Thinking & Creation Course

The "AI Thinking & Creation Kit & Course" was created by the Hunan Science and Technology Museum in partnership with Mango TV and Example Education to bring it to life. Centered on core industries such as agriculture, transportation, intelligent manufacturing and aerospace, it builds PBL project-based learning scenarios with the industrial application of AI as the main thread, guiding students to explore real-world problems and create AI innovation works.

01

Little Engineer

Target learners: primary school students in Grades 1-5
Little Engineer AI Thinking & Creation kit course - sci-tech enlightenment product for primary school Grades 1-5
Little Engineer sci-tech practice course - youth engineering building achievement showcase

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Little Engineer is a sci-tech enlightenment product. With "traditional industry & agriculture + modern AI" as its core thread, the course offers primary school students in Grades 1-5 a carefully designed 16-session immersive sci-tech practice experience. Breaking down theoretical barriers, it starts from the basics of industrial and agricultural production and gradually introduces cutting-edge knowledge such as mechanical transmission, sensor technology and AI. Through the innovative model of "principle explanation + fun experiments + hands-on making + results showcase", students understand how scientific principles apply in the real world as they build with their own hands - starting a journey from traditional farming to artificial intelligence, becoming little engineers and future creators.

02

WenWen Smart Farm

Target learners: primary school students in Grades 3-6
WenWen Smart Farm AI Thinking & Creation kit course - first flagship product, AI Curator
WenWen Smart Farm smart farm sand table - youth AI innovation practice achievements

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WenWen Smart Farm (AI Curator) is the first flagship product of the "AI Thinking & Creation Kit & Course" series anda key research achievement of the provincial key teaching reform project, and won the First Prize of the CRH Hybrid Rice Cup Robot Maker Competition. Using a real farm as the carrier, the course simulates how AI empowers agriculture on a model sand table, offering project-based learning for students in Grades 3-6. Students become "future farm curators" - moving from AI design to hardware building to programming control to complete their own smart farm sand table, experiencing the leap from "tool operator" to "decision maker" and growing into future leaders who use AI thinking and tech tools to solve complex problems.

03

Space Eco-Cabin

Target learners: students in Grades 3-8
Space Eco-Cabin AI Thinking & Creation kit course - aerospace agriculture themed K12 STEAM course
Space Eco-Cabin AI space planting cabin - youth aerospace innovation practice

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Space Eco-Cabin is an aerospace-agriculture-themed product. It is an AI Space Eco-Cabin that listens, thinks and grows - a highly innovative K12 STEAM course covering technology education + labor education + life science education across three domains. Carried by aerospace agriculture and designed for students in Grades 3-8, the course lets students become "space botanists" and "future engineers", completing the full project-based learning journey from model design to finished product to business showcase - finally building their own AI space planting cabin and exploring the mystery of life and technology thriving together.

04

Mars Rover

Target learners: students in Grades 3-8
Mars Rover AI Thinking & Creation kit course - space exploration themed STEAM education
Mars Rover robot and Mars base - youth engineering practice achievements

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Mars Rover is a space-exploration-themed K12 sci-tech innovation STEAM education course. Centered on Mars exploration and engineering practice, the course is designed for youth in Grades 3-8, helping them master scientific principles through immersive projects and develop the ability to solve real-world problems. Students become "Mars engineers": starting from basic electronic components, they build their own Mars rover, plan and construct a Mars base, and use graphical programming to give their robot a "smart brain" - completing a full engineering loop from individual parts to complex systems and mastering core problem-solving methods through immersive Mars missions.

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