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 "Art-Bot", 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.
No abstract
Artificial Intelligence (AI) and Machine Learning (ML) algorithms are increasingly being adopted to create and filter online digital content viewed by audiences from diverse demographics. From an early age, children grow into habitual use of online services but are usually unaware of how such algorithms operate, or even of their presence. Design decisions and biases inherent in the ML algorithms or in the datasets they are trained on shape the everyday digital lives of present and future generations. It is therefore important to disseminate a general understanding of AI and ML, and the ethical concerns associated with their use. As a response, the digital game ArtBot was designed and developed to teach fundamental principles about AI and ML, and to promote critical thinking about their functionality and shortcomings in everyday digital life. The game is intended as a learning tool in primary and secondary school classrooms. To assess the effectiveness of the ArtBot game as a learning experience we collected data from over 2,000 players across different platforms focusing on the degree of usage, interface efficiency, learners' performance and user experience. The quantitative usage data collected within the game was complemented by over 160 survey responses from teachers and students during early pilots of ArtBot. The evaluation analysis performed in this paper gauges the usability and usefulness of the game, and identifies areas of the game design which need improvement.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.