skip to main content
10.1145/3605390.3605393acmotherconferencesArticle/Chapter ViewAbstractPublication PageschitalyConference Proceedingsconference-collections
research-article

How to Playfully Teach AI to Young Learners: a Systematic Literature Review

Published:20 September 2023Publication History

ABSTRACT

Children are experiencing Artificial Intelligence (AI) devices in their daily lives. It is crucial to provide them with knowledge concerning how AI works, for enabling them to use AI responsibly and participate actively in their AI-driven future. To support motivation and engagement, playful tools are often used in technology education for K-12 children. This paper offers a systematic literature review of tools for teaching AI to K-12 learners in a playful manner. The most relevant articles are classified and analysed in terms of the nature of the tools they use, that is, whether tools are digital, partly physical and partly digital, or unplugged. Their analysis also considers the target age, the educational focus, and whether their impact is evaluated. According to the results of the review, there are tools for learners of all school grades, and digital tools are the most investigated. Moreover, several studies with tools tend to evaluate engagement and learning but in different manners. The paper concludes by discussing the evaluation aspect, general future work directions and limitations in relation to HCI and education for children.

References

  1. 2010. Head Up Games: combining the best of both worlds by merging traditional and digital play. Personal and Ubiquitous Computing 14, 5 (2010), 435–444. https://doi.org/10.1007/s00779-009-0265-0Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. AIII and CSTA. 2020. AI4K12. https://ai4k12.org [Online, Last access April 2023].Google ScholarGoogle Scholar
  3. Safinah Ali, Daniella DiPaola, and Cynthia Breazeal. 2021. What are GANs?: introducing generative adversarial networks to middle school students. In Proceedings of the AAAI Conference on Artificial Intelligence, Vol. 35. 15472–15479.Google ScholarGoogle ScholarCross RefCross Ref
  4. Ewelina Bakala, Anaclara Gerosa, Juan Hourcade, Gonzalo Tejera, Kerry Peterman, and Guillermo Trinidad Barnech. 2022. A Systematic Review of Technologies to Teach Control Structures in Preschool Education. Frontiers in Psychology 13 (09 2022), 911057. https://doi.org/10.3389/fpsyg.2022.911057Google ScholarGoogle ScholarCross RefCross Ref
  5. Matteo Baldoni, Cristina Baroglio, Monica Bucciarelli, Sara Capecchi, Elena Gandolfi, Cristina Gena, Francesco Iani, Elisa Marengo, Roberto Micalizio, Amon Rapp, 2021. Empowering AI competences in children: A training program based on simple playful activities, Vol. 3100. CEUR, Workshop Proceedings, 1–12.Google ScholarGoogle Scholar
  6. Matteo Baldoni, Cristina Baroglio, Monica Bucciarelli, Elena Gandolfi, Francesco Ianì, Elisa Marengo, and Ivan Nabil Ras. 2022. Empowering AI competences in children: the first turning point. In Methodologies and Intelligent Systems for Technology Enhanced Learning, Workshops, 12th International Conference. Springer, 171–181.Google ScholarGoogle Scholar
  7. Andrea Bonani, Andreas Bollin, and Rosella Gennari. 2021. Touch, See and Talk: Tangibles for Engaging Learners into Graph Algorithmic Thinking. In Human-Computer Interaction – INTERACT 2021, Carmelo Ardito, Rosa Lanzilotti, Alessio Malizia, Helen Petrie, Antonio Piccinno, Giuseppe Desolda, and Kori Inkpen (Eds.). Springer International Publishing, 630–651.Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. V. Braun and V. Clarke. 2006. Using thematic analysis in psychology. Qual. Res. Psychol. 3, 2 (2006), 77–101.Google ScholarGoogle ScholarCross RefCross Ref
  9. Brian Broll, Shuchi Grover, and Derek Babb. 2022. Beyond Black-Boxing: Building Intuitions of Complex Machine Learning Ideas Through Interactives and Levels of Abstraction. In Proceedings of the Conference on International Computing Education Research - Volume 2. ACM, 21–23. https://doi.org/10.1145/3501709.3544273Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Brian Broll, Akos Lédeczi, Peter Volgyesi, Janos Sallai, Miklos Maroti, Alexia Carrillo, Stephanie L. Weeden-Wright, Chris Vanags, Joshua D. Swartz, and Melvin Lu. 2017. A Visual Programming Environment for Learning Distributed Programming. ACM, 81–86. https://doi.org/10.1145/3017680.3017741Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Harald Burgsteiner, Martin Kandlhofer, and Gerald Steinbauer. 2016. IRobot: Teaching the Basics of Artificial Intelligence in High Schools. In Proceedings of the Thirtieth AAAI Conference on Artificial Intelligence. AAAI Press, 4126–4127.Google ScholarGoogle ScholarCross RefCross Ref
  12. Winslow S. Burleson, Danielle B. Harlow, Katherine J. Nilsen, Ken Perlin, Natalie Freed, Camilla Nørgaard Jensen, Byron Lahey, Patrick Lu, and Kasia Muldner. 2018. Active Learning Environments with Robotic Tangibles: Children’s Physical and Virtual Spatial Programming Experiences. IEEE Transactions on Learning Technologies 11, 1 (2018), 96–106. https://doi.org/10.1109/TLT.2017.2724031Google ScholarGoogle ScholarCross RefCross Ref
  13. Heloisa Candello, Mauro Carlos Pichiliani, and Claudio Santos Pinhanez. 2021. Teaching Conversational Robots in a Museum Exhibition with Interactive Surfaces. In Interactive Surfaces and Spaces. 41–45.Google ScholarGoogle Scholar
  14. Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. From Game Design Elements to Gamefulness: Defining Gamification. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 11, 9–15. https://doi.org/10.1145/2181037.2181040Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Utkarsh Dwivedi. 2021. Introducing children to machine learning through machine teaching. In Interaction design and children. 641–643.Google ScholarGoogle Scholar
  16. Rosella Gennari, Alessandra Melonio, and Mehdi Rizvi. 2019. Turn taking with turn-talk in group. Multimedia Tools and Applications 78, 10 (2019), 13461–13487. https://doi.org/10.1007/s11042-018-7090-2Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Xiaofei Han, Junwei Zou, Wei Ren, and Yan Sun. 2020. A Game Battle Platform based on Web-API for Artificial Intelligence Education. In 2020 International Wireless Communications and Mobile Computing (IWCMC). 1789–1793. https://doi.org/10.1109/IWCMC48107.2020.9148114Google ScholarGoogle ScholarCross RefCross Ref
  18. Julie Henry, Alyson Hernalesteen, and Anne-Sophie Collard. 2021. Teaching Artificial Intelligence to K-12 Through a Role-Playing Game Questioning the Intelligence Concept. KI-Künstliche Intelligenz 35, 2 (2021), 171–179.Google ScholarGoogle ScholarCross RefCross Ref
  19. Juan Pablo Hourcade. 2022. Child-Computer Interaction. CreateSpace Independent Publishing Platform.Google ScholarGoogle Scholar
  20. Ting-Chia Hsu, Hal Abelson, Natalie Lao, Yu-Han Tseng, and Yi-Ting Lin. 2021. Behavioral-pattern exploration and development of an instructional tool for young children to learn AI. Computers and Education: Artificial Intelligence 2 (2021), 100012.Google ScholarGoogle ScholarCross RefCross Ref
  21. Brian Jordan, Nisha Devasia, Jenna Hong, Randi Williams, and Cynthia Breazeal. 2021. PoseBlocks: A toolkit for creating (and dancing) with AI. In Proceedings of the AAAI Conference on Artificial Intelligence, Vol. 35. 15551–15559.Google ScholarGoogle ScholarCross RefCross Ref
  22. Duri Long and Brian Magerko. 2020. What is AI literacy? Competencies and design considerations. In Proceedings of the 2020 CHI conference on human factors in computing systems. 1–16.Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Duri Long, Anthony Teachey, and Brian Magerko. 2022. Family Learning Talk in AI Literacy Learning Activities. In Proceedings of the CHI Conference on Human Factors in Computing Systems. ACM. https://doi.org/10.1145/3491102.3502091Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Jingsi Ma, Yi Zhang, Hesiqi Bin, Kang Wang, Jinfang Liu, and Hanrui Gao. 2022. The Development of Students’ Computational Thinking Practices in AI Course Using the Game-Based Learning: A Case Study. In International Symposium on Educational Technology (ISET). IEEE, 273–277.Google ScholarGoogle ScholarCross RefCross Ref
  25. Emily McReynolds, Sarah Hubbard, Timothy Lau, Aditya Saraf, Maya Cakmak, and Franziska Roesner. 2017. Toys That Listen: A Study of Parents, Children, and Internet-Connected Toys. In Proceedings of the CHI Conference on Human Factors in Computing Systems. ACM, 5197–5207. https://doi.org/10.1145/3025453.3025735Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Viktoriya Olari, Kostadin Cvejoski, and Øyvind Eide. 2021. Introduction to machine learning with robots and playful learning. In Proceedings of the AAAI Conference on Artificial Intelligence, Vol. 35. 15630–15639.Google ScholarGoogle ScholarCross RefCross Ref
  27. Matthew J Page, Joanne E McKenzie, Patrick M Bossuyt, Isabelle Boutron, Tammy C Hoffmann, Cynthia D Mulrow, Larissa Shamseer, Jennifer M Tetzlaff, Elie A Akl, Sue E Brennan, Roger Chou, Julie Glanville, Jeremy M Grimshaw, Asbjørn Hróbjartsson, Manoj M Lalu, Tianjing Li, Elizabeth W Loder, Evan Mayo-Wilson, Steve McDonald, Luke A McGuinness, Lesley A Stewart, James Thomas, Andrea C Tricco, Vivian A Welch, Penny Whiting, and David Moher. 2021. The PRISMA 2020 statement: an updated guideline for reporting systematic reviews. BMJ 372 (2021). https://doi.org/10.1136/bmj.n71Google ScholarGoogle ScholarCross RefCross Ref
  28. Seymour Papert, Cynthia Solomon, E Soloway, and JC Spohrer. 1971. Twenty things to do with a computer. Studying the novice programmer (1971), 3–28.Google ScholarGoogle Scholar
  29. Kyungjin Park, Bradford Mott, Seung Lee, Anisha Gupta, Katie Jantaraweragul, Krista Glazewski, J. Adam Scribner, Anne Ottenbreit-Leftwich, Cindy E. Hmelo-Silver, and James Lester. 2022. Investigating a visual interface for elementary students to formulate AI planning tasks. Journal of Computer Languages 73 (2022), 101157. https://doi.org/10.1016/j.cola.2022.101157Google ScholarGoogle ScholarCross RefCross Ref
  30. Bawornsak Sakulkueakulsuk, Siyada Witoon, Potiwat Ngarmkajornwiwat, Pornpen Pataranutaporn, Werasak Surareungchai, Pat Pataranutaporn, and Pakpoom Subsoontorn. 2018. Kids making AI: Integrating Machine Learning, Gamification, and Social Context in STEM Education. In IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE). 1005–1010. https://doi.org/10.1109/TALE.2018.8615249Google ScholarGoogle ScholarCross RefCross Ref
  31. Alexander Scheidt and Tim Pulver. 2019. Any-Cubes: A Children’s Toy for Learning AI: Enhanced Play with Deep Learning and MQTT. In Proceedings of Mensch Und Computer. ACM, 893–895. https://doi.org/10.1145/3340764.3345375Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Jaemarie Solyst, Jennifer Kim, Amy Ogan, and Jessica Hammer. 2022. Data Detectives: A Tabletop Card Game about Training Data. In Proceedings of the 27th Conference on Innovation and Technology in Computer Science Education Vol. 2. ACM, 632. https://doi.org/10.1145/3502717.3532128Google ScholarGoogle ScholarDigital LibraryDigital Library
  33. David Touretzky, Christina Gardner-McCune, Fred Martin, and Deborah Seehorn. 2019. Envisioning AI for K-12: What Should Every Child Know about AI?Proceedings of the AAAI Conference on Artificial Intelligence 33, 01 (2019), 9795–9799. https://doi.org/10.1609/aaai.v33i01.33019795Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. Yu-Ling Tsai and Chin-Chung Tsai. 2020. A meta-analysis of research on digital game-based science learning. Journal of Computer Assisted Learning 36, 3 (2020), 280–294.Google ScholarGoogle ScholarCross RefCross Ref
  35. tuart Russell and Peter Norvig. 2022. Artificial Intelligence: a Modern Approach. Pearson.Google ScholarGoogle Scholar
  36. Jessica Van Brummelen, Viktoriya Tabunshchyk, and Tommy Heng. 2021. “Alexa, Can I Program You?”: Student Perceptions of Conversational Artificial Intelligence Before and After Programming Alexa. In Interaction Design and Children. ACM, 305–313. https://doi.org/10.1145/3459990.3460730Google ScholarGoogle ScholarDigital LibraryDigital Library
  37. Anu Vazhayil, Radhika Shetty, Rao R. Bhavani, and Nagarajan Akshay. 2019. Focusing on Teacher Education to Introduce AI in Schools: Perspectives and Illustrative Findings. In IEEE Tenth International Conference on Technology for Education (T4E). 71–77. https://doi.org/10.1109/T4E.2019.00021Google ScholarGoogle ScholarCross RefCross Ref
  38. Patrick Virtue. 2021. GANs Unplugged.. In Proceedings of the AAAI conference on artificial intelligence. 15664–15668.Google ScholarGoogle ScholarCross RefCross Ref
  39. Ning Wang, Eric Greenwald, Ryan Montgomery, and Maxyn Leitner. 2022. ARIN-561: An Educational Game for Learning Artificial Intelligence for High-School Students. In Artificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners’ and Doctoral Consortium. Springer, 528–531.Google ScholarGoogle Scholar
  40. Marvin Zammit, Iro Voulgari, Antonios Liapis, and Georgios N Yannakakis. 2022. Learn to machine learn via games in the classroom. (2022).Google ScholarGoogle Scholar

Index Terms

  1. How to Playfully Teach AI to Young Learners: a Systematic Literature Review

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Other conferences
      CHItaly '23: Proceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter
      September 2023
      416 pages

      Copyright © 2023 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 20 September 2023

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article
      • Research
      • Refereed limited

      Acceptance Rates

      Overall Acceptance Rate109of242submissions,45%
    • Article Metrics

      • Downloads (Last 12 months)166
      • Downloads (Last 6 weeks)16

      Other Metrics

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format .

    View HTML Format