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Learning Like a Robot
AI & Machine Learning for Little Learners
Resources & Downloads
Download the PDF versions of this scenario or the associated game cards.
Target Group: 4 - 7 y.o.
Activity Duration: 3–4 sessions (30–45 min each)
Key Learning Goals:
- Machine Learning: Understand that computers learn from examples, just like children do.
- Data & Training: Learn that computers need humans to show them pictures (data) to learn.
- Error Handling: Notice that robots can make funny mistakes if they don't have enough examples.
- Collaboration: Work together to "teach" the robot by sorting cards.
Learning Outcomes
By the end of the project, students will be able to:
KNOWLEDGE & UNDERSTANDING:
[cite_start]- Know that machines can "look" and "learn" from pictures[cite: 325].
[cite_start]- Understand that computers need humans to show them examples[cite: 325].
[cite_start]- Notice that sometimes machines get things wrong[cite: 325].
SKILLS & ABILITIES:
[cite_start]- Sort and group images (Fruit vs. Veg, Animals vs. Birds)[cite: 325].
[cite_start]- Describe what they see in pictures[cite: 325].
[cite_start]- Notice patterns or differences between objects (e.g., colours, shapes)[cite: 325].
ATTITUDES & VALUES:
[cite_start]- Feel curious about how robots and computers work[cite: 325].
[cite_start]- Learn to share ideas and listen to others in a group[cite: 325].
[cite_start]- Recognise that people and robots can work together[cite: 325].
European Dimension / Erasmus+ Connection
- Digital Inclusion: Making complex concepts like Machine Learning accessible to very young children.
[cite_start]- Scientific Collaboration: Simulating real-world research where diverse data leads to better results[cite: 325].
- Critical Thinking: Early introduction to the idea that technology is not perfect and relies on human input.
1. Resources and Tools
Required Materials:
[cite_start]- Printable Cards: Fruits, Vegetables, Animals, Birds, Emotions (included in download)[cite: 325].
[cite_start]- Sorting Mats: Hula hoops or labelled tables (e.g., "Fruit" vs "Vegetable")[cite: 325].
[cite_start]- Props: A "Robot" puppet or costume for the teacher[cite: 325].
[cite_start]- Storybook: "Boy + Bot" or Sesame Street clips[cite: 325].
2. Working Methods
[cite_start]- Gamification: Using sorting games to mimic "training" an AI[cite: 325].
[cite_start]- Role-Play: Teacher acts as the "Robot" making guesses based on student input[cite: 325].
[cite_start]- Storytelling: Using stories to reinforce that robots need human help[cite: 325].
[cite_start]- Hands-on Learning: Physical sorting of cards into categories[cite: 325].
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?"
- Setup: Place hoops on the floor labelled "Fruit" and "Vegetable".
- Action: Students take turns placing cards into the correct hoop.
- Explanation: "Good job! You are giving the robot examples so it can learn."
4. Research and Learning
Activity 2: Robot Guesses (Testing the Model)
Goal: Show that robots only know what we teach them.
- Role-Play: The teacher puts on a robot voice/hat.
- The Test: The robot picks up a card (e.g., a Carrot). Robot says: "This is... a Fruit!"
- Correction: The children shout "No!" and explain why (e.g., "It's a vegetable because it grows in the ground").
- Learning Moment: Explain that the robot made a mistake because it needs more training.
5. Creative Application
Activity 3: Human vs. Robot (Emotions)
Goal: Distinguish between computational tasks and emotional intelligence.
- Sorting Game: Use "Action Cards" (e.g., Adding numbers, Giving a hug, Knowing the colour red).
- The Question: "Can a robot do this, or do we need a person?"
[cite_start]- Key Takeaway: Robots are good at math and patterns, but humans are best at feelings and kindness[cite: 325].
6. Reflection and Evaluation
Activity 4: Creative Reflection
Task: "I Helped the Robot!" Drawing.
- Students draw a picture of themselves teaching the robot.
[cite_start]- Captions: Teacher helps write captions like "I showed the robot a green apple" or "I told it the dog was not a cat"[cite: 325].
- Display: Hang pictures on a "Robot Helpers" wall.