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Learning Like a Robot

In this workshop, children (4-7) become "Robot Teachers." They will use picture cards to train a robot, learning that computers need examples (data) to understand the world and sometimes they make funny mistakes.

Resources & Downloads

Download the PDF versions of this scenario or the associated game cards.

Working Editable Documents

These editable source files are provided as working documents for teachers.

Target Group: 4 - 7 y.o.

Activity Duration: 3–4 sessions (30–45 min each)

Key Learning Goals:

Learning Outcomes

By the end of the project, students will be able to:

KNOWLEDGE & UNDERSTANDING:

SKILLS & ABILITIES:

ATTITUDES & VALUES:

European Dimension / Erasmus+ Connection

1. Resources and Tools

Required Materials:

Useful Links:

Classroom Support Materials:

2. Working Methods

Activity Overview

Phase Activity Description
1. Intro Train the Robot (Sorting) Students work in teams to sort cards (Fruits vs. Vegetables) into hoops. This represents "feeding data" to the robot.
2. Testing Robot Guesses The teacher (as Robot) picks a card and guesses what it is. Students say "Correct" or "Error" (if the robot confuses a tomato for a fruit).
3. Advanced Human vs. Robot Sorting tasks into "Robot Job" (calculating) vs "Human Job" (hugging, feeling). Using emotion cards.
4. Reflection I Helped the Robot Drawing a picture of how they taught the robot something new.

3. Introduction and Motivation

Activity 1: Train the Robot (Data Sorting)

Goal: Teach students that computers learn from examples.

The Hook: "I have a robot friend, but he doesn't know what a strawberry is! Can we teach him?"

4. Research and Learning

Activity 2: Robot Guesses (Testing the Model)

Goal: Show that robots only know what we teach them.

5. Creative Application

Activity 3: Human vs. Robot (Emotions)

Goal: Distinguish between computational tasks and emotional intelligence.

6. Reflection and Evaluation

Activity 4: Creative Reflection

Task: "I Helped the Robot!" Drawing.