“KANDO Experience” Program

Addressing the Educational Gap Among Children

As part of our effort to address the social issue of "children's educational gap" in Japan, in September 2018, we launched our "KANDO Experience" Program aimed at developing creativity and curiosity among children.

Today, there is a widening of the educational gap in Japan due to various social factors. These include poverty, as well as differences in their home and school environments, and district of residence. There are gaps not only in learning basic academic skills but also in hands-on experiences that help to develop creativity and curiosity.
In this program, we will be providing diverse KANDO experiences to children who have had few such opportunities, by using our assets in the Sony Group, such as products, contents and technology and throughout partnership with non-profit organizations and other outside groups. The "KANDO Experience" Program includes science, technology, engineering, arts and mathematics (STEAM*1 elements) utilizing our latest technology and content.

  • *1Abbreviation of Science, Technology, Engineering, Art, Mathematics

Closer Look at the "Kando Experience" Program

"KANDO Experience" Program is offered to children in places where the educational gap is most seen.

1. Providing opportunities for elementary school children to have various experiences after school

In the lower grades of elementary school, children spend an annual average of about 1,600*2 hours outside of school, such as after school or on vacation, which is longer than school hours. Hours spent outside of school is said to produce a gap in experience and opportunities which will have a great influence on children's growth.

Sony is in partnership with NPO Afterschool which operates after school programs for children and provide "KANDO Experience" Programs. This program includes an experience programming with IoT Programming block MESH™, a workshop to experience different cultures in Virtual Reality (VR) by Warp Square*3, a seminar on animation production and an experience in children's musical using the know-how of Sony Music Entertainment (Japan).

  • *2The total after-school hours and long vacations that children in lower grades of elementary school have (Study by 2016 Nationwide School Childcare Liaison Council)
  • *3Warp Square is a VR space that uses ultra-short-throw 4K projectors to cast high-definition imagery on the four walls of a room, letting users share immersive audiovisual experiences.
Cross-Cultural Experience using Warp Square
The performers of the science museum visit schools after school
Experience a science experiment show right in front of your eyes

Recently held workshops

2. Workshops in rural districts or remote islands

There is a tendency that children who resides in rural districts or remote islands, away from the city, have less opportunities to experience workshops in STEAM elements and interact with diverse role models who may impact their future career options.

Sony is in partnership with Professionals for All Schools which provide elementary school children in these areas, an experience programming with IoT Programming block MESH. The workshop is connected online to engineers at Sony Headquarters in Tokyo to see the presentation from the children and to advise them with ideas.

Distance learning
Presenting their ideas to the camera
MESH developer gives advice to children remotely from his office

Recently held workshops

  • Dec. 11th 2018
    Yamaoka Elementary School (Tanagura-machi, Fukushima-pref.)
  • Nov. 22nd 2018
    Higashi Elementary School (Higashi, Okinawa-pref.)
  • Oct. 5th 2018
    Mizumiiro Elementrary School (Shizuoka-pref.)

3. Providing programs at children’s support bases

Child poverty is becoming an ever more serious issue in Japan, and it is said that one in seven children*4 live in financially difficult situations.
Sony is working closely with "Kodomo-Shokudo" (a safe place for children to visit and welcomes them with warm meals) and outside organizations to support children in these circumstances and offer various programs such as experience programming with IoT Programming block MESH and the opportunity to use "Smile Fight"*5 which uses Sony's facial recognition technology.

  • *4The relative poverty rate of children under 17 years old is 13.9% (from the 2016 Survey on Citizen Life conducted by the Ministry of Health, Labor and Welfare)
  • *5"Smile Fight" uses Sony's facial recognition technology to score the degree of a smile based on accumulated data.
MESH Workshop held at Kodomo Shokudo
Experiencing something new with friends
Making big smiles using “Smile Fight”

Recently held workshops

  • Feb. 6th 2019
    MESH Workshop Shitamachi Kodomoshokudo Mirai (Taito-ku, Tokyo)
  • Oct. 11th 2018
    MESH Workshop Kimagure Yaoya Dandan (Ota-ku, Tokyo)
  • Aug. 9th - 31st 2018
    “Smile Fight” Experience Kimagure Yaoya Dandan (Ota-ku, Tokyo)
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