Teaching AI in Early Edu
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Colorado Convention Center, Bluebird Ballroom Lobby, Table 15
Presenters
Session description
Purpose & objective
In this session, the primary objectives are to ensure that participants comprehend the fundamentals of AI, gaining a foundational understanding of its key concepts, terminology, and its significance in modern society. Additionally, participants will learn to create basic AI solutions, ultimately empowering them as educators to integrate AI concepts effectively into their teaching methodologies. This session aims to equip educators with the knowledge and skills needed to navigate the increasingly AI-driven educational landscape and prepare their students for a technologically advanced future.
Outline
I. Introduction (10 Minutes)
A. Welcome and Purpose of the Session
B. Importance of Early STEM Education in AI
C. Goals and Objectives
II. Understanding AI Fundamentals (10 Minutes)
A. Definition and Basic Concepts
B. Relevance and Applications in Daily Life
C. Historical Overview of AI
III. Interactive Learning Approaches and Creativity (20 Minutes)
A. Hands-on Activities and Projects
B. Problem-Solving Challenges
C. Design Thinking and AI
D. AI for Creative Expression
E. Student-led AI Projects
IV. Empowering Educators (15 minutes)
A. Resources and Tools for Teachers
B. Professional Development Opportunities
C. Building a Supportive AI Education Community
V. Q&A and Open Discussion (5 minutes)
Supporting research
• Bers, M.U. (2018). Coding as a Playground - Programming and Computational Thinking in the Early Childhood Classroom. Routledge.
• Kazakoff, E.R. & Bers, M.U. (2014). Put your robot in, Put your robot out: Sequencing through programming robots in early childhood. Journal of Educational Computing Research, 50(4).
• Kazakoff, E., Sullivan, A., & Bers, M.U. (2013). The effect of a classroom-based intensive robotics and programming workshop on sequencing ability in early childhood. Early Childhood Education Journal, 41(4), 245-255.
• Pugnali, A., Sullivan, A., & Bers, M.U. (2017) The Impact of User Interface on Young Children’s Computational Thinking. Journal of Information Technology Education: Innovations in Practice, 16, 172- 193.
Session specifications
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Learner
- Set professional learning goals to explore and apply pedagogical approaches made possible by technology and reflect on their effectiveness.
- Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.
Computational Thinker
- Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.
Related exhibitors: | KinderLab Robotics, Inc. |