Machine Learning Toolfor Kids
Machine Learning Toolfor Kids
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All content following this page was uploaded by Jorge Pacheco on 20 November 2023.
Abstract - Several authors have mentioned that we are CT allows people to face complex challenges, assist in their
in the age of Thinking with Artificial Intelligence (AI) and decision-making and help find solutions to solve problems in
that it is necessary to introduce AI, at different levels of a faster, more efficient and systematic way.
education, in order to prepare young people for the digital The Machine Learning for Kids platform was used in the
society of the XXI century. The school plays a key role study, which aims to encourage students to explore machine
in achieving this objective, otherwise we are encouraging learning in a playful and educational way, when students
info-excluded citizens, unable to follow the professions of the perform tasks in the field of AI. According to (Garcia et
future. Several world organizations note a mismatch between al., 2019) the ML4K platform is considered a pioneering
the curriculum and educational practices. Fortunately, tool in teaching this subject to children and young people.
Portugal has been slowly moving towards the integration Rock Paper Scissors is a hand game in which two players
and renewal of new technologies in our education system choose between three different options: each option can win
and we are in a process of digital transition. This study or lose to one of the other options, and the objective of the
aims to understand the potential of AI and the correlation game is to choose the option that beats the option chosen by
with Computational Thinking (CT) in an educational the opponent. It’s a simple and fun game that can be played
context, with a 9th grade class, from the 3rd Cycle of anywhere with just two people. Therefore, the objective of
Basic Education, in a public school on the island of S. this study is to evaluate the development of the CT, using the
Miguel and through a machine learning activity, based on ML4K platform and tool, with the application of an machine
the well-known game Rock Paper Scissors, using the AI learning activity and with ML4K’s Scratch3, based on the
platform and tool, Machine Learning for Kids (ML4K). Rock Paper Scissor game, with the use of a script available
The methodology used in this case study is qualitative on the aforementioned platform (Machine Learning for Kids,
and contributed to recognize AI and machine learning as 2023), adapted and translated on the Web & IA platform
a resource for development of CT. The results achieved (Web & IA). The choice of ML4K is justified because it has
with the study show that the use of AI topics promotes a friendly and intuitive interface for children, and because it
new ideas and new knowledge in students, which can help is used by several schools around the world. Regarding the
in understanding the basic concepts of CT. These results structure of this document, and after the introductory chapter,
are analyzed, discussed and related to another study in a literature review is presented that supports the concepts
the area and confirmed according to the proposed objective. covered. Subsequently, the methodology adopted to carry out
this study is described and the results obtained in the activity
Keywords: Artificial Intelligence, Computational Thinking, are analyzed. Finally, conclusions are presented.
Machine Learning, Learning Model
II. S EARCH E XPRESSION
Fig. 6. Project imported into Scratch3 and with blocks added from the
Learning Model
Figure 6 shows the ML4k Scratch3 project, with the Fig. 9. Results obtained in the Initial / Final interview
specific blocks of the learning model, as well as other blocks
necessary for image capture. The execution of the Rock We found, through the initial interview, that 10% of the
Paper Scissors game project is based on events between the students knew machine learning or machine learning. At the
different authors end of the activity, 100% of the students acquired the concepts
mentioned above.
Fig. 7. Execution of the project in Scratch3 Fig. 10. Results obtained in the Initial / Final interview
Figure 7 shows an execution of the project, with the rules of The concept of Artificial Intelligence was mentioned by
the game, in which there is movement of the player, in this 100% of students as having knowledge.
case of scissors and the computer - rock, and the respective
result - you lose, is presented.
Fig. 11. Results obtained in the Initial / Final interview
.
VIII. C ONCLUSION
In the final interview, most students indicated number and text
recognition as examples, followed by the Master Algorithm, Based on the results obtained and relating to (Caruso &
Big Data and Deep Learning. Cavalheiro, 2021) in which “programming projects applying
AI are a powerful tool in CT development. Based on
the statistical analysis of the responses to questionnaires
administered before and after students participated in
the workshops with LearningML, there was a significant
improvement in learning concepts regarding AI.” In this
sense, the results obtained indicate that this study was
an added value and could be a promising and innovative
approach to the teaching and learning of AI and the
development of the CT. In the analysis carried out between
the use of the platform and the ML4K tool with the CT, it is
concluded that ML4K is a valuable contribution to teaching
the CT. As future work, we plan to use the ML4K platform
in the 3rd cycle and Secondary, with activities related to the
AI context, promoting the development of the CT.
R EFERENCES