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Teach CS & AI in Early Learning – Let’s Embrace the Robots!

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Session description

Integrating CS and AI in early education fosters curiosity and critical thinking through playful, age-appropriate activities. This session explores how educators can use robotics and simple AI tools to promote inquiry-based learning, hands-on exploration, and social-emotional development, preparing children for an increasingly digital world.

Outline

Outline:
1. Introduction to CS & AI in Early Learning

2. Overview of the importance of CS & AI education.
Why start in early learning? Cognitive development and technological readiness.
Developmentally Appropriate Tools

3. Introduction to simple robots (e.g., Bee-Bots, KIBO) and beginner coding platforms (e.g., ScratchJr).
How these tools align with play-based and inquiry-based learning models.

4. Demonstration of activities using robots to teach foundational CS concepts (sequencing, loops, pattern recognition).
Example lessons incorporating robotics into storytelling, math, and social-emotional learning.
Teaching AI to Young Learners

5. What is AI, and how can it be introduced to early learners? (Basic concepts of machine learning, pattern recognition).
Examples of AI tools for young children (AI-based storytelling, virtual assistants for learning).
Ethical Implications in Teaching AI

6. Introducing fairness, bias, and ethics in AI at a young age.
Encouraging empathy and collaboration through technology.
Interactive Group Discussion and Q&A

7. Sharing challenges and successes in integrating CS/AI into the early learning curriculum.
Brainstorming future ideas for expansion and cross-curricular connections.

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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.

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Presenters

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Curriculum designer
Self

Session specifications

Topic:

Artificial Intelligence

TLP:

Yes

Grade level:

PK-2

Audience:

Curriculum Designer/Director, Librarian, Teacher

Attendee devices:

Devices not needed

Subject area:

Computer Science, Interdisciplinary (STEM/STEAM)

ISTE Standards:

For Educators:
Learner
  • Set professional learning goals to apply teaching practices made possible by technology, explore promising innovations, and reflect on their effectiveness.
Facilitator
  • Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.
For Students:
Creative Communicator
  • Choose the appropriate platforms and digital tools for meeting the desired objectives of their creation or communication.

TLPs:

Spark Curiosity, Ignite Agency