Table of Contents
Students' Documentation Space
Students:
- Harley
- Pranay
- Felix
- Shashank
- Vipul Saini
- Ali
- Songning Liang
- Xuyang Sun
- Siqian Wu
- Muhammad Bashar Ali
- Lavjot Singh
Ideas
- Group 4 Idea
group4_ppt.pdf
Lets Plaiy!
Hello, here is a start to a new learning addition to your basket. Have you ever heard of A.I? What does reading that makes you feel like? Something robotic, a character from your favorite movie or something really complex. So, lets break the stereotypes and learn the easy way, by playing around with A.I.
So, smarty's 3… 2… 1…
Lets Plaiy!
1. Introduction
Artificial intelligence is a prevailing technology entails both opportunities and risks to society and the
environment. It is crucial for students to acquire these competences in school, enabling them to
master the technology at an early age. This allows them to avoid being dominated by AI; to demystify AI; and to develop the ability for critical reflection in assessing opportunities, applicability and
limits of AI for problem solving.
The usability of many AI toolkits is continuously improving. They require less and less expert
knowledge to utilize them effectively. This simplification can be taken further. The material we
develop should be suited for children from 12 - 14 years. We have to hide the complexity of AI in the
background and provide easy to use programming and user interfaces as frontends. An option we
will investigate, is to use the open source graphical programming languages SNAP! similar to
Scratch, and Micro Blocks to control AI enabled embedded computers.
The training material to be created focuses on education for sustainable development and other
applications oriented towards the common good. Concrete examples are biodiversity monitoring by
detecting plant and animal species with robot-borne computer vision and deep learning.
We will develop a course curriculum and tutorial material (brain ware), as well as hardware and
software for AI-enabled small wheeled robots and tiny DIY drones to be used in education. The open
course-ware will be provided and promoted appropriately. The ultimate goal is to design and
implement course materials (brain ware, hardware, software) for teaching AI in schools.
2. Motivation
AI, or Artificial Intelligence, refers to the technique by which machines simulate human behavior
by simulating routine human response patterns.
Technology in its current form is no longer confined to science fiction authors' imaginations, but
is moving into our everyday lives in subtle or not so subtle ways. The technology is now all pervasive, from aiding in weather forecasts, recommending shows on Netflix, filtering spam
emails, enabling search predictions in Google, and voice recognition, such as Alexa, it is
everywhere.
A technology which has a vast scope of growth attach to it, needs to work around minds who
thought limitless of what one can imagine, and such a thought process lies mostly in kids, who
with their creativity come up with vivid ideas. So a closer look to what A.I is and building a basic
understanding in kids, not only by means of information but making them practically playing
around with it by means of Snap and NVIDIA Jetson. This will set them on the ground of A.I
understanding its working, limitation and capabilities.