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Learn to Machine Learn: Designing a Game Based Approach for Teaching Machine Learning to Primary and Secondary Education Students

Published: 24 June 2021 Publication History

Abstract

With the ubiquitous role of Artificial Intelligence (AI) in everyday applications such as smartphones and social media, children need digital literacy skills to navigate the digital world, critically view, and reflect on the social and ethical implications of the design and architecture of AI systems. To address this increasing need for AI literacy skills, particularly for younger students, this paper presents the rationale of the LearnML project which aims to develop a framework and game-based educational material for promoting AI literacy among primary and secondary education students. We also describe the design and initial assessment of the game “ArtBot”, developed as part of the LearnML project. We review existing literature, discuss the educational game design and development of “ArtBot” and describe the initial feedback of students and teachers. Our goal is to provide insights and suggest guidelines for the implementation of game-based learning environments for supporting AI literacy skills of students.

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Cited By

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  • (2024)Adaptation of Artificial Intelligence Literacy Scale: Latent Profile AnalysisSakarya University Journal of Education10.19126/suje.147929414:3(581-596)Online publication date: 30-Dec-2024
  • (2024)Unpacking Approaches to Learning and Teaching Machine Learning in K-12 Education: Transparency, Ethics, and Design ActivitiesProceedings of the 19th WiPSCE Conference on Primary and Secondary Computing Education Research10.1145/3677619.3678117(1-10)Online publication date: 16-Sep-2024
  • (2024)You Are Tilted!: Leveraging Tabletop Gaming to Manage Tilt and Strengthen Team Dynamics in EsportsProceedings of the ACM on Human-Computer Interaction10.1145/36771168:CHI PLAY(1-29)Online publication date: 15-Oct-2024
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cover image ACM Conferences
IDC '21: Proceedings of the 20th Annual ACM Interaction Design and Children Conference
June 2021
697 pages
ISBN:9781450384520
DOI:10.1145/3459990
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 24 June 2021

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Author Tags

  1. AI education
  2. AI literacy
  3. Game-based learning
  4. digital literacy skills
  5. educational game design
  6. machine learning
  7. primary education
  8. secondary education

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  • Extended-abstract
  • Research
  • Refereed limited

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  • ERASMUS+ Strategic Partnership

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IDC '21
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IDC '21: Interaction Design and Children
June 24 - 30, 2021
Athens, Greece

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Overall Acceptance Rate 172 of 578 submissions, 30%

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IDC '25
Interaction Design and Children
June 23 - 26, 2025
Reykjavik , Iceland

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Cited By

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  • (2024)Adaptation of Artificial Intelligence Literacy Scale: Latent Profile AnalysisSakarya University Journal of Education10.19126/suje.147929414:3(581-596)Online publication date: 30-Dec-2024
  • (2024)Unpacking Approaches to Learning and Teaching Machine Learning in K-12 Education: Transparency, Ethics, and Design ActivitiesProceedings of the 19th WiPSCE Conference on Primary and Secondary Computing Education Research10.1145/3677619.3678117(1-10)Online publication date: 16-Sep-2024
  • (2024)You Are Tilted!: Leveraging Tabletop Gaming to Manage Tilt and Strengthen Team Dynamics in EsportsProceedings of the ACM on Human-Computer Interaction10.1145/36771168:CHI PLAY(1-29)Online publication date: 15-Oct-2024
  • (2024)Emerging Technologies in Global South Classrooms: Teachers Imagining Future of EducationProceedings of the Participatory Design Conference 2024: Full Papers - Volume 110.1145/3666094.3666109(234-247)Online publication date: 11-Aug-2024
  • (2024)DataBites: An embodied and co-creative museum exhibit to foster children's understanding of supervised machine learningProceedings of the 16th Conference on Creativity & Cognition10.1145/3635636.3664247(550-555)Online publication date: 23-Jun-2024
  • (2024)Youth as Peer Auditors: Engaging Teenagers with Algorithm Auditing of Machine Learning ApplicationsProceedings of the 23rd Annual ACM Interaction Design and Children Conference10.1145/3628516.3655752(560-573)Online publication date: 17-Jun-2024
  • (2024)Not Just Training, Also Testing: High School Youths' Perspective-Taking through Peer Testing Machine Learning-Powered ApplicationsProceedings of the 55th ACM Technical Symposium on Computer Science Education V. 110.1145/3626252.3630899(881-887)Online publication date: 7-Mar-2024
  • (2024) Fostering students' AI literacy development through educational games: AI knowledge, affective and cognitive engagement Journal of Computer Assisted Learning10.1111/jcal.13009Online publication date: 16-May-2024
  • (2024)TARES: A Game-Based Tangible Augmented Reality English Spelling Mastery System With Minimal Cognitive LoadIEEE Access10.1109/ACCESS.2024.339348612(61163-61184)Online publication date: 2024
  • (2024)Artificial Intelligence Literacy in Primary Education: An Arts-Based Approach to Overcoming Age and Gender BarriersComputers and Education: Artificial Intelligence10.1016/j.caeai.2024.100321(100321)Online publication date: Oct-2024
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