TY - GEN
T1 - Adventure in AI Project (2AI): Promoting AI Knowledge for Kids Aged 7–12 Using Gaming
AU - Petridis, Panagiotis
AU - Benson, Vladlena
AU - Garibyan, Mariam
AU - Meireles, Gonçalo
AU - Carpov, Alex
AU - Dimitrakopoulou, Dimitra
AU - Teles, Marisa
PY - 2024/3/19
Y1 - 2024/3/19
N2 - Artificial Intelligence is becoming popular across various sections of the industry varying from education to military and health, however the public understanding of those technologies is often limited. In the education domain there is a need to increase AI literacy of the students and the educators. However, the education systems are unprepared for addressing those complex issues and therefore there is a need to raise the awareness of about the potential, benefits, limitations, breadth of technologies used in AI (machine learning, deep learning), to make available resources that educator can use, and equipping them with all the necessary tools needed to engage with the students. This paper is focused on addressing those issues, and it proposes the use of a toolkit that includes games, educational materials and learning resources. The paper introduces the evaluation of a game by 68 participants, aged between 7–12 and several primary school educators. From the preliminary analysis we have identified that the game was perceived positively from participants and educators as an educational tool.
AB - Artificial Intelligence is becoming popular across various sections of the industry varying from education to military and health, however the public understanding of those technologies is often limited. In the education domain there is a need to increase AI literacy of the students and the educators. However, the education systems are unprepared for addressing those complex issues and therefore there is a need to raise the awareness of about the potential, benefits, limitations, breadth of technologies used in AI (machine learning, deep learning), to make available resources that educator can use, and equipping them with all the necessary tools needed to engage with the students. This paper is focused on addressing those issues, and it proposes the use of a toolkit that includes games, educational materials and learning resources. The paper introduces the evaluation of a game by 68 participants, aged between 7–12 and several primary school educators. From the preliminary analysis we have identified that the game was perceived positively from participants and educators as an educational tool.
KW - Artificial Intelligence
KW - Education
KW - Game Base Learning
KW - Games
KW - Serious Games
UR - http://www.scopus.com/inward/record.url?scp=85189747923&partnerID=8YFLogxK
UR - https://link.springer.com/chapter/10.1007/978-3-031-56075-0_29
U2 - 10.1007/978-3-031-56075-0_29
DO - 10.1007/978-3-031-56075-0_29
M3 - Conference publication
AN - SCOPUS:85189747923
SN - 9783031560743
T3 - Lecture Notes in Networks and Systems
SP - 307
EP - 315
BT - Smart Mobile Communication and Artificial Intelligence: Proceedings of the 15th IMCL Conference – Volume 2
A2 - Auer, Michael E.
A2 - Tsiatsos, Thrasyvoulos
T2 - 15th International Conference on Interactive Mobile Communication, Technologies, and Learning, IMCL 2023
Y2 - 9 November 2023 through 10 November 2023
ER -