Fostering Upper Elementary AI Education: Iteratively Refining a Use-Modify-Create Scaffolding Progression for AI Planning

Bradford W. Mott, Anisha Gupta, Krista D. Glazewski, Anne T. Ottenbreit-Leftwich, C. Hmelo‐Silver, Adam Scribner, S. J. Lee, James Lester
{"title":"Fostering Upper Elementary AI Education: Iteratively Refining a Use-Modify-Create Scaffolding Progression for AI Planning","authors":"Bradford W. Mott, Anisha Gupta, Krista D. Glazewski, Anne T. Ottenbreit-Leftwich, C. Hmelo‐Silver, Adam Scribner, S. J. Lee, James Lester","doi":"10.1145/3587103.3594170","DOIUrl":null,"url":null,"abstract":"The growing ubiquity of artificial intelligence (AI) is reshaping much of daily life. This in turn is raising awareness of the need to introduce AI education throughout the K-12 curriculum so that students can better understand and utilize AI. A particularly promising approach for engaging young learners in AI education is game-based learning. In this work, we present our efforts to embed a unit on AI planning within an immersive game-based learning environment for upper elementary students (ages 8 to 11) that utilizes a scaffolding progression based on the Use-Modify-Create framework. Further, we present how the scaffolding progression is being refined based on findings from piloting the game with students.","PeriodicalId":366365,"journal":{"name":"Proceedings of the 2023 Conference on Innovation and Technology in Computer Science Education V. 2","volume":"29 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2023 Conference on Innovation and Technology in Computer Science Education V. 2","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3587103.3594170","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

The growing ubiquity of artificial intelligence (AI) is reshaping much of daily life. This in turn is raising awareness of the need to introduce AI education throughout the K-12 curriculum so that students can better understand and utilize AI. A particularly promising approach for engaging young learners in AI education is game-based learning. In this work, we present our efforts to embed a unit on AI planning within an immersive game-based learning environment for upper elementary students (ages 8 to 11) that utilizes a scaffolding progression based on the Use-Modify-Create framework. Further, we present how the scaffolding progression is being refined based on findings from piloting the game with students.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
培养高等基础AI教育:迭代完善AI规划的使用-修改-创建脚手架进程
人工智能(AI)的日益普及正在重塑人们的日常生活。这反过来又提高了人们对在K-12课程中引入人工智能教育的必要性的认识,以便学生更好地理解和利用人工智能。吸引年轻学习者参与人工智能教育的一个特别有前途的方法是基于游戏的学习。在这项工作中,我们展示了我们的努力,在一个沉浸式的基于游戏的学习环境中为高年级小学生(8至11岁)嵌入一个关于人工智能规划的单元,该环境利用基于使用-修改-创建框架的脚手架进度。此外,我们提出了如何脚手架的进展是基于从试点游戏与学生的调查结果精制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Toward AI-infused Game Design Activities for Rural Middle Grades Students Translate Together: Managed Translation and Peer-Review Automatic Feedback During Coding Exams: Curse or Blessing? Technocamps: Highlighting 20 Years of Transforming Digital Education in Wales Understanding Computer Science Teacher Capacity
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1