“AI for School” and “e6 project” launched in earnest with an eye toward commercialization EduTainment Projects in Progress Leveraging our content creation expertise cultivated through broadcasting, we fuse education and entertainment to make learning fun for children. Building on our credibility as a news organization, we will develop learning tools and new IPs, aiming for future moneti- zation in the EduTainment field. “AI for School” project FY2027: Year 1 FY2028: Year 2 FY2029: Year 3 FY2030: Year 4 FY2031: Year 5 In July 2025, the project was selected for the Ministry of • Free implementation • Expansion of elementary • Implementation • Addition of new services Education, Culture, Sports, Science and Technology’s “Demon- AI for School for elementary and and junior high schools for high schools junior high schools • Partnerships with other stration Research Project on Generative AI Specialized in the companies Education Sector to Solve Educational Challenges and Enhance Learning.” Demonstration experiments were conducted across Elementary schools 13 elementary and junior high schools in five prefectures until Al for School STEP1 February 2026, confirming improvements in motivation and comprehension for approximately 90% of the students. Highly Junior high schools praised in such demonstration experiments and EDIX, the larg- est exhibition in the educational industry, “AI for School” is a High schools Al for School STEP2 learning support tool that connects news and school education using generative AI. Using proprietary AI, the educational val- ue of news content was analyzed for “TBS NEWS DIG Powered Cram schools/ by JNN,” a service distributed by the 28 JNN member stations Prep schools Al for School STEP3 (that encompasses approximately 400,000 articles). By offering content tailored to each individual’s interests, we aim to realize Universities a new form of learning that shifts away from knowledge-cen- tric education and instead sparks the intrinsic motivation for autonomous learning. In FY2026, we will introduce the system at partner schools and, working in collaboration with educa- tors, conduct full-scale development aimed at optimization, with plans for a full-scale rollout to elementary and junior high of the completely original IP “Emotional Knight” and the schools during FY2027. commercialization of an “AI Theme Park,” a permanent facility where visitors can experience its worldview firsthand. At the “e6 project” “AKASAKA Play! Learn! Festa” held in March at TBS Akasaka Sacas Plaza and Akasaka BLITZ Studio, a large booth was set up TBS and NTT launched the “e6 project” on February 10, where attendees could try out the game “Emotional Knight.” 2026, a joint initiative to create next-generation EduTainment In August, we established “e6, LLC.” We aim to introduce into “Emotional Knight” Rolled out Proof of Concept (PoC) for three types of content at the Akasaka BLITZ Studio March this year that fosters the ability of children to “make their own deci- society, in the form of entertainment, “foundational experienc- sions” in a society where generative AI is becoming increasingly es” where children, while engrossed in play, can choose “what widespread. We are advancing on two fronts: the development they love” and “what they want to do.” 29
| FY2027: Year 1 | FY2028: Year 2 | FY2029: Year 3 | FY2030: Year 4 | FY2031: Year 5 | |
|---|---|---|---|---|---|
| AI for School | Free implementation for elementary and junior high schools | Expansion of elementary and junior high schools; Partnerships with other companies | Implementation for high schools | Addition of new services | |
| Elementary schools | AI for School STEP1 | ||||
| Junior high schools | |||||
| High schools | AI for School STEP2 | ||||
| Cram schools/ Prep schools | AI for School STEP3 | ||||
| Universities |