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Enabling the Creation of Intelligent Things: Bringing Artificial Intelligence and Robotics to Schools

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  • Austrian Computer Society
  • Austrian Computer Society
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... Until 2016, the term "AI literacy" was first defined as the ability to understand the basic techniques and concepts behind AI products (Kandlhofer et al., 2019). Recent researchers associate AI literacy with other skills including communication and collaboration using AI (e.g., Long & Magerko, 2020;Ng et al., 2021a, b). ...
... • Lego robot (Kandlhofer et al. (2019) Appendix 3 ...
... • Real robots (Kandlhofer et al., 2019;Michaud, 2014;Narahara & Kobayashi, 2018;Swoboda et al., 2011;Wong et al., 2010) • Robot simulators (Dodds, 2008;Fernandes, 2016;McKee, 2002;Swoboda et al., 2011;Wallace et al., 2010) ...
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In recent years, with the popularity of AI technologies in our everyday life, researchers have begun to discuss an emerging term “AI literacy”. However, there is a lack of review to understand how AI teaching and learning (AITL) research looks like over the past two decades to provide the research basis for AI literacy education. To summarize the empirical findings from the literature, this systematic literature review conducts a thematic and content analysis of 49 publications from 2000 to 2020 to pave the way for recent AI literacy education. The related pedagogical models, teaching tools and challenges identified help set the stage for today’s AI literacy. The results show that AITL focused more on computer science education at the university level before 2021. Teaching AI had not become popular in K-12 classrooms at that time due to a lack of age-appropriate teaching tools for scaffolding support. However, the pedagogies learnt from the review are valuable for educators to reflect how they should develop students’ AI literacy today. Educators have adopted collaborative project-based learning approaches, featuring activities like software development, problem-solving, tinkering with robots, and using game elements. However, most of the activities require programming prerequisites and are not ready to scaffold students’ AI understandings. With suitable teaching tools and pedagogical support in recent years, teaching AI shifts from technology-oriented to interdisciplinary design. Moreover, global initiatives have started to include AI literacy in the latest educational standards and strategic initiatives. These findings provide a research foundation to inform educators and researchers the growth of AI literacy education that can help them to design pedagogical strategies and curricula that use suitable technologies to better prepare students to become responsible educated citizens for today’s growing AI economy.
... A course for different educational levels (including High School) to teach fundamental AI/computer science topics (automatas, intelligent agents, graphs and data structure, problem-solving and ML). (Kandlhofer et al., 2019) Enabling the Creation of Intelligent Things: ...
... (Grillenberger and Romeike, 2019) Unplugged computer science material or card-based material turned out to be effective for students to describe ML systems. (Kandlhofer et al., 2019;Kandlhofer et al., 2016;Bilstrup et al., 2020) Students agreed that course material in the form of code, multimedia, and realworld examples helped in their learning. (Chua et al., 2019) Difficulties Certain instructional materials/tools need to be adapted to reduce the complexity and extent of certain contents in order to present AI topics in a target groupspecific manner. ...
... (Chua et al., 2019) Difficulties Certain instructional materials/tools need to be adapted to reduce the complexity and extent of certain contents in order to present AI topics in a target groupspecific manner. (Kandlhofer et al., 2019) Information in text form may take students a long time to read and understand, indicating a need for the adoption of other formats. (Wan et al., 2020) Longer lectures are challenging to maintain students' focus, requiring more breaks or breaking up the lecture with more hands-on activities. ...
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Machine Learning (ML) is becoming increasingly present in our lives. Thus, it is important to introduce ML already in High School, enabling young people to become conscious users and creators of intelligent solutions. Yet, as typically ML is taught only in higher education, there is still a lack of knowledge on how to properly teach younger students. Therefore, in this systematic literature review, we analyze findings on teaching ML in High School with regard to content, pedagogical strategy, and technology. Results show that High School students were able to understand and apply basic ML concepts, algorithms and tasks. Pedagogical strategies focusing on active problem/project-based hands-on approaches were successful in engaging students and demonstrated positive learning effects. Visual as well as text-based programming environments supported students to build ML models in an effective way. Yet, the review also identified the need for more rigorous evaluations on how to teach ML.
... In order to meet these challenges, the European Driving License for Robots and Intelligent Systems (EDLRIS) was developed [39,41,49] 1 . This novel educational project aimed at the development and implementation of a professional, standardized, and internationally accepted system for training and certifying teachers and educators (in this context referred to as trainers) and school students, apprentices and young people (referred to as trainees, learners respectively) in AI and Robotics. ...
... In general, the project comprises four stages [41]: Stage 1-foundation: The EDLRIS project consortium is composed of two technical universities in Austria (AT) and Hungary (HU) which have a strong research background in AI and Robotics ensuring sound technological preparation, one university of teacher education (AT) ensuring the sound didactical preparation as well as two computer societies (AT, HU) with long-term experience in conducting computer certifications across Europe. As a first step, the educational needs of society and economy as well as the expected Robotics and AI skills of graduates were assessed by conducting a survey among various stakeholders from educational institutions and industry. ...
... It turned out that certain teaching methods, and teaching materials/ tools had to be adapted, and the complexity and extend of certain contents had to be reduced in order to impart AI/ Robotics topics in a target group specific manner. Based on the insights of this pilot implementation, the further AI and Robotics modules were developed and adapted accordingly [41]. The thesis of Lassnig [44] describes in detail the development, realization, and evaluation as well as results and conclusions of this first pilot implementation. ...
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This article presents a novel educational project aiming at the development and implementation of a professional, standardized, internationally accepted system for training and certifying teachers, school students and young people in Artificial Intelligence (AI) and Robotics. In recent years, AI and Robotics have become major topics with a huge impact not only on our everyday life but also on the working environment. Hence, sound knowledge about principles and concepts of AI and Robotics are key skills for this century. Nonetheless, hardly any systematic approaches exist that focus on teaching principles of intelligent systems at K-12 level, addressing students as well as teachers who act as multipliers. In order to meet this challenge, the European Driving License for Robots and Intelligent Systems—EDLRIS was developed. It is based on a number of previously implemented and evaluated projects and comprises teaching curricula and training modules for AI and Robotics, following a competency-based, blended learning approach. Additionally, a certification system proves peoples’ acquired competencies. After developing the training and certification system, the first 32 trainer and trainee courses with a total of 445 participants have been implemented and evaluated. By applying this innovative approach—a standardized and widely recognized training and certification system for AI and Robotics at K-12 level for both high school teachers and students—we envision to foster AI/Robotics literacy on a broad basis.
... Eight studies focused on primary schoolers (Mariescu-Istodor and Jormanainen, 2019; Lee et al., 2020;Ho & Scadding, 2019;Toivonen, et al., 2020;Chai, et al., 2020;Druga et al., 2019;Tedre, et al., 2020;Hitron, et al., 2018) while only two studies were found that targets Kindergarten (Williams et al., 2019a(Williams et al., , 2019b. Four studies focused each on elementary, middle (Sabuncuoglu, 2020;Rodríguez-García et al., 2020aSakulkueakulsuk et al., 2018), middle/high (Opel et al., 2019;Zimmermann-Niefield et al., 2019aZimmermann-Niefield, et al., 2020) and teachers Kandlhofer et al., 2019;Zhou, et al., 2021) and only one that covers all levels from elementary to high school. ...
... Since the co-design was online, Zoom, Slack, and Miro were used to facilitate the sessions.Chiu and Chai (2020) also explore teachers with and without AI teaching experience views on key factors for designing AI curriculum for K-12. Relatedly,Kandlhofer et al. (2019) developed a professional training and certifying system for teachers in AI and robotics. Only an article ...
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The increasing attention to Machine Learning (ML) in K-12 levels and studies exploring a different aspect of research on K-12 ML has necessitated the need to synthesize this existing research. This study systematically reviewed how research on ML teaching and learning in K-12 has fared, including the current area of focus, and the gaps that need to be addressed in the literature in future studies. We reviewed 43 conference and journal articles to analyze specific focus areas of ML learning and teaching in K-12 from four perspectives as derived from the data: curriculum development, technology development, pedagogical development, and teacher training/professional development. The findings of our study reveal that (a) additional ML resources are needed for kindergarten to middle school and informal settings, (b) further studies need to be conducted on how ML can be integrated into subject domains other than computing, (c) most of the studies focus on pedagogical development with a dearth of teacher professional development programs, and (d) more evidence of societal and ethical implications of ML should be considered in future research. While this study recognizes the present gaps and direction for future research, these findings provide insight for educators, practitioners, instructional designers, and researchers into K-12 ML research trends to advance the quality of the emerging field.
... Line follower basic block diagram [17] A lot of research had explore the effect of ER on STEM performance. Kandlhofer et al. [18] used 179 students as research subjects from nine elementary schools and found that there was no significant difference in learning outcomes of ''robot assembly and programming'' according to student gender, age, and background. The research method is in the form of a quasi-experimental design using a sample of 148 students (with an estimated age of 14.9) on the significant effect of the intervention in three subscales (mathematics and scientific inquiry, teamwork, social skills) and in two main categories (technical skills and soft skills/social aspects) found a very strong relationship significantly between the various sub-scales [19]. ...
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The aim of this study was to determine the motivation of science teachers and students towards science after participating in the activity of assembling, simulating, and recording line follower robots as an effort to motivate middle school students and teachers towards science in Bengkulu Province. The research was done by direct practicing, where 60 students and 15 teachers of three junior high school (SMP): SMP Negeri 06 Seluma, SMP Negeri 02 Kota Bengkulu, and SMP Negeri 8 Rejang Lebong, were involved as the research subjects. The research activity concluded that the schools are ready to prepare simple electronics/robot laboratories for the three research subjects and the science teachers and students were motivated to learn science. It was seen from the score of 3.95 (scale of 1 to 5) for students, and for the science teacher, the score was 3.83 (scale of 1 to 5). The science teachers will follow up on robotics activities so that students will be interested in learning science at home and school.
... However, the PD course did not include AIrelated TPACK, with only a focus on teachers' fundamental programming concepts. Kandlhofer et al. (2019) presented an educational project for training and certifying teachers and school students in AI and robotics and described the four stages and the detailed content of the training modules and curricula in this project. Although the appropriateness of the teaching methods and teaching materials of the developing system were explored among 16 teachers, the impact on teachers' learning outcomes has not yet been examined. ...
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With the rapid development of artificial intelligence (AI), the demand for K-12 computer science (CS) education continues to grow. However, there has long been a lack of trained CS teachers. To promote the AI teaching competency of CS teachers, a professional development (PD) program based on the technological pedagogical content knowledge (TPACK) framework was intentionally designed in this research. A quasi-experimental design with a 25-day (75-h) intervention was conducted among 40 in-service CS teachers to examine its impact on AI teaching competency, including AI knowledge, AI teaching skills, and AI teaching self-efficacy. The quantitative data were collected via a pretest and posttest, and qualitative data were collected via artifact analysis and semistructured interviews. The results indicated that the TPACK-based PD program a) significantly improved CS teachers’ AI knowledge, especially in representation and reasoning, interaction, and social impact; b) developed CS teachers’ AI teaching skills, including their AI lesson plan ability and AI programming skills; and c) significantly improved CS teachers’ AI teaching self-efficacy, both in AI teaching efficacy beliefs and AI teaching outcome expectancy. These findings revealed the effectiveness of the TPACK-based PD program in improving the AI teaching competency of K-12 CS teachers and could help to expand the design of effective PD for CS teachers.
... One special method to highlight is the in-application ask questions of Microsoft Power BI [43] which allows the users to ask a question related to the data set they are currently working on. Tool-specific: For the scientific publications we identified three onboarding approaches which can be categorized as tool-specific [45,69,32]. The remaining six are non-tool-specific [2,40,62,52,8,19]. ...
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Artificial Intelligence (AI) already plays a major role in our daily life (e.g. intelligent household appliances like robotic vacuum cleaners or AI-based applications like Google Maps, Google Now, Siri, Cortana, …). Sound knowledge about AI and the principles of computer science will be of vast importance for future careers in science and engineering. Looking towards the near future, jobs will largely be related to AI. In this context literacy in AI and computer science will become as important as classic literacy (reading/writing). By using an analogy with this process we developed a novel AI education concept aiming at fostering AI literacy. The concept comprises modules for different age groups on different educational levels. Fundamental AI/computer science topics addressed in each module are, amongst others, problem solving by search, sorting, graphs and data structures. We developed, conducted and evaluated four proof-of-concepts modules focusing on kindergarten/primary school as well as middle school, high school and university. Preliminary results of the pilot implementations indicate that the proposed AI education concept aiming at fostering AI literacy works.
Conference Paper
Systems engineering activities provide an opportunity for pre-college students to engage in sophisticated engineering design practices beyond commonly-accepted limits of their capability. This research qualitatively investigates how pre-college students engaged in a systems engineering activity using LEGO EV3 robotics with three learning objectives: 1) a system can be decomposed into subsystems, 2) designers coordinate activities by communicating requirements and interfaces, and 3) testing reveals problems and changes propagate to other components. The analysis was based on methods of qualitative content analysis and employed video data produced by students to describe their robot designs as well as video data collected by the researchers. While students did not use the language of systems engineering, examples show students productively engaging in systems engineering methods that relate to each learning objective. Results suggest pre-college students are capable of understanding and implementing basic systems engineering concepts representing a more sophisticated approach to engineering design.
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Investigating the meanings of human existence as they are constructed and enacted by people in everyday life situations and settings presents serious challenges for all forms of human studies. Participant observation, whereby the researcher interacts with people in everyday life while collecting information, is a unique method for investigating the enormously rich, complex, conflictual, problematic, and diverse experiences, thoughts, feelings, and activities of human beings and the meanings of their existence. Use of this distinctive method emerged with the professionalization of anthropology and sociology where it gradually was formalized and later spread to a full range of human studies fields. Its practice nevertheless remains artful, requiring creative decision making about problems and questions to be studied, appropriate settings and situations for gathering information, the performance of membership roles, establishing and sustaining trusting relationships, ethics, values, and politics, as well as record making, data analysis and interpretation, and reporting results. This essay provides a brief sketch of the method of participant observation and an overview of a few of the more central issues of its practice, including its location historically within the framework of different views of social scientific methodology.
Article
In Australia, the Scientists-in-Schools program partners prof essional scientists with teachers from K-12 schools to improve early engagement and educational outcomes in the sciences and mathematics. An overview of the developing syllabus of a K-6 course resulting from the pairing of a senior AI researcher with teachers from a K-6 (primary) school is presented. Now entering its third year, the course introduces the basic concepts, vocabulary and history of science generally and AI specifically in a manner that emphasises student engagement and provides a challenging but age appropriate syllabus. Reflecting on the course at this time provides an action research basis for ongoing maturation of the syllabus, and the paper is presented in that light. Copyright © 2010, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.
Article
The methodology and ideas behind educational robotics arise from the 1960s, when the first hardware platforms together with computers were used in research studies in schools. Since the 1990s, the market for educational robotics has grown, and there are many solutions available to use in schools. Despite a wide variety of platform approaches for using robots in education, they are still based on ideas that are decades old. This study evaluates different approaches used nowadays to teach with robots. Problembased, constructionist, and competitionbased learning are identified as the most common uses of robots under observation. Each approach is analysed qualitatively based on the published literature. Each has positive and negative properties; though none have been studied thoroughly using quantitative methods. Results indicate that all these approaches are used in schools with robots interdisciplinary. The current reasons for using robots are based mostly on teachers' and students' impressions. However, robotics can be seen as a "tool" to create many approaches to science education, such as inquiry learning and problem solving.
Article
Dorothy is an integrated 3D/robotics educational tool created by augmenting the Alice programming environment for teaching core computing skills to students without prior programming experience. The tool provides a drag and drop interface to create graphical routines in virtual worlds; these routines are automatically translated into code to provide a real-time or offline enactment on mobile robots in the real world. This paper summarizes the key capabilities of Dorothy, and describes the contributions made to: (a) enhance the bidirectional communication between the virtual interface and robots; and (b) support multirobot collaboration. Specifically, we describe the ability to automatically revise the virtual world based on sensor data obtained from robots, creating or deleting objects in the virtual world based on their observed presence or absence in the real world. Furthermore, we describe the use of visually observed behavior of teammates for collaboration between robots when they cannot communicate with each other. Dorothy thus helps illustrate sophisticated algorithms for fundamental challenges in robotics and AI to teach advanced computing concepts, and to emphasize the importance of computing in real world applications, to beginning programmers. Copyright © 2014, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.
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The second edition of this handbook provides a state-of-the-art cover view on the various aspects in the rapidly developing field of robotics. Reaching for the human frontier, robotics is vigorously engaged in the growing challenges of new emerging domains. Interacting, exploring, and working with humans, the new generation of robots will increasingly touch people and their lives. The credible prospect of practical robots among humans is the result of the scientific endeavour of a half a century of robotic developments that established robotics as a modern scientific discipline. The ongoing vibrant expansion and strong growth of the field during the last decade has fueled this second edition of the Springer Handbook of Robotics. The first edition of the handbook soon became a landmark in robotics publishing and won the American Association of Publishers PROSE Award for Excellence in Physical Sciences & Mathematics as well as the organizations Award for Engineering & Technology. The second edition of the handbook, edited by two internationally renowned scientists with the support of an outstanding team of seven part editors and more than 200 authors, continues to be an authoritative reference for robotics researchers, newcomers to the field, and scholars from related disciplines. The contents have been restructured to achieve four main objectives: the enlargement of foundational topics for robotics, the enlightenment of design of various types of robotic systems, the extension of the treatment on robots moving in the environment, and the enrichment of advanced robotics applications. Further to an extensive update, fifteen new chapters have been introduced on emerging topics, and a new generation of authors have joined the handbooks team. A novel addition to the second edition is a comprehensive collection of multimedia references to more than 700 videos, which bring valuable insight into the contents. The videos can be viewed directly augmented into the text with a smartphone or tablet using a unique and specially designed app.
Conference Paper
We report on the experience of teaching an industry-validated course on Artificial Intelligence in Computer Games within the Simulation and Game Design department at a two-year community college during a 16-week semester. The course format used a blended learning just-in-time teaching approach, which included active learning programming exercises and one-on-one student interactions. Moskal's Attitudes Toward Computer Science survey showed a positive and significant increase in students in both interest (W(10) = 25, p = 0.011) and professional (W(10) = 49.5, p = 0.037) constructs. The Felder-Soloman Index of Learning Styles (n = 14) failed to identify any statistically significant differences in learning styles when compared to a four-year CS1 class. In the final class evaluation, 8 out of 13 students (62%) strongly or very strongly preferred the blended learning approach. We validated this course through four semi-structured interviews with game companies. The interview results suggest that companies are strongly favorable to the course content and structure. The results of this work serve as a template that community colleges can adopt for their curriculum.
Conference Paper
During the summer of 2011, twenty-four high school students participated in an intense, three-week computer science course at the University of Virginia. The course met for twenty-one three-hour sessions, thus encompassing more contact time than a standard college-level course. The course was structured in an “Inform, Experience, Implement” active-learning format: students were exposed to the history of a particular problem in context and participated in an active learning lesson regarding the topic before learning how to address the examined problem through programming. This structure helped integrate into the course best practices from experiential learning, kinesthetic outreach activities, and active learning pedagogy. Utilizing this three-part rotation curriculum achieved some important goals, including holding the interest of students during the summer for six hours a day and successfully motivating students who had no programming background.
Article
This paper describes a newly designed upper-level undergraduate and graduate course, Autonomous Mobile Robots. The course employs active, cooperative, problem-based learning and is grounded in the fundamental computational problems in mobile robotics defined by Dudek and Jenkin. Students receive a broad survey of robotics through lectures, weekly assignments, and a final capstone project that includes a community outreach element and collaboration with artists. Students were assessed on several metrics from the ASEE literature; overall, they performed well in the course. The outreach event was also a success and was enjoyed by both the community attendees and student participants.
Article
Explains the International Computer Driving License (ICDL), an internationally recognized computer literacy training and certification program. Topics include standards, goals, and guidelines that have been developed at national, state, and local levels for elementary, secondary, and higher education; use in business; and the seven modules in the ICDL certification process. (LRW)
Article
In this paper, we report on the efforts at the University of Southern California to teach computer science and artificial intelligence with games because games mo-tivate students, which we believe increases enrollment and retention and helps us to educate better computer scientists. The Department of Computer Science is now in its second year of operating its Bachelor's Program in Computer Science (Games), which provides students with all the necessary computer science knowledge and skills for working anywhere in industry or pursuing advanced degrees but also enables them to be imme-diately productive in the game development industry. It consists of regular computer science classes, game engineering classes, game design classes, game cross-disciplinary classes and a final game project. The Intro-duction to Artificial Intelligence class is a regular com-puter science class that is part of the curriculum. We are now converting the class to use games as a motivat-ing topic in lectures and as the domain for projects. We describe both the new bachelor's program and some of our current efforts to teach the Introduction to Artificial Intelligence class with games.
Article
In this paper, we describe the development of an artificial neural network strategy for an industrial robot to play the game of Tic-Tac-Toe. This project was undertaken by two high school students during the university's technology and engineering research programme. The strategy is based on the feedforward multi-layered neural networks with backpropagation of error training. The performance of the strategy is evaluated by its accomplishment against human opponents. The results indicate that the neural network strategy developed will almost always win if given the opportunity and at most draw if not. The neural network strategy developed has been successfully interfaced with a Scorbot-ER VII robot via an in-house designed electronic game board.
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Future Frontiers—Education for an AI World
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Whole Brain Teaching For Challenging Kids (and the rest of your class, too!)
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Elements of ai online course
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Inspiring active learning: A complete handbook for today’s teachers
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Power tools for adolescent literacy: Strategies for learning
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