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Supporting Upper Elementary Students in Learning AI Concepts with Story-Driven Game-Based Learning

AAAI 2024 · Large language models › AI and society · approach: Teacher needs and AI curricula · 11 citations (OpenAlex)

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Presents PRIMARYAI, a story-driven game-based AI education environment for upper elementary students with a Use-Modify-Create scaffolded AI planning quest, and reports a classroom study with 16 fourth graders.

Problem

Introducing AI concepts to upper elementary students (ages 8-11) in engaging, effective ways, and determining whether scaffolding in a story-driven game supports learning of AI planning.

Approach

A story-driven science-inquiry game (penguin population decline) with a block-based AI planning interface, whose quests are scaffolded by the Use-Modify-Create framework, with the planning quest extended from three to five missions to ease the transition to Create.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use PRIMARYAI's AI Planning questFourth-grade students · AI Planning content knowledge assessmentscore: 4.36 -> 5.43Helped
Use the Use-Modify-Create progression across the AI Planning questPRIMARYAI · AI Planning quest mission completioncompletion rate: 93.75%; 66.67%; 60%Helped
Require adding or deleting blocks in Mission 3PRIMARYAI Mission 3 · AI Planning questtime to complete: 124.09 -> 542.53Hurt
Add two missions to the Modify phase before the Create phasePRIMARYAI · AI Planning queststudent success transitioning between phasesHelped

Surprising findings

Limitations

Experimental setup

Datasets: pre-test and post-test on AI planning (11 multiple-choice questions) gameplay trace logs classroom video recordings

Metrics: paired t-test on pre/post test scores mission completion rates time spent per mission blocks moved per mission Pearson correlation of mission times

Builds on: Use-Modify-Create framework

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