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Showing 111 Results

Fake Voices Versus Deepfakes

Fake Voices Versus Deepfakes

Grade audience: Grade 9

Students explore deepfakes and create a fake voices app using the MIT App Inventor. Learners also explore how deepfakes can pose a threat to online safety and privacy, and how they can have an impact on not only our daily lives but also other areas like commerce, history, crime, and pop culture.

Coding a LEGO® Maze

Coding a LEGO® Maze

Grade audience: Primary - Grade 3

In this lesson, students learn coding basics by building a rudimentary understanding of command codes, sequences, and loops.

Exploring the Gender Gap in STEM Careers

Exploring the Gender Gap in STEM Careers

Grade audience: Grade 7 - Grade 8

In this lesson, students read a scientific journal paper, examine charts and graphs, and try to decipher data from them. Students extract useful information from the texts and put meaning to the graphs and numbers. 

Translating Literature to Code

Translating Literature to Code

Grade audience: Secondary - Grade 12

This lesson merges the worlds of artificial intelligence (AI) and poetry. Students read a poem and decipher it to analyze tone, emotions, and symbolism.

A close up of a sensor.

The Environmental Impact from Climate Change

Grade audience: Grade 3 - Grade 6

In this lesson, students will expand on their learning from lesson one (Introduction to Nattiit, Ringed Seal)  and build their understanding for how the nattiit are being impacted by climate change and human activity.

Water Monitoring Project

Water Monitoring Project

Grade audience: Middle - Grade 8

In this lesson, students continue learning how to use the micro:bit in a hands-on lesson in which they develop and test a water quality monitoring system. 

Constellations on a blue background.

Constellation and Stellar Knowledge

Grade audience: Secondary

Students will learn about constellations and to describe the role of celestial objects in the traditions and beliefs of selected cultures and civilizations.

Solar systems on a blue background.

Understanding Our Solar System

Grade audience: Grade 4 - Grade 6

In this lesson, students come to understand the solar system in which they live. They will learn what makes a planet habitable and why most planets are inhabitable.

A drawn moon and stars.

Exploring the Moon

Grade audience: Primary

Students will be “over the moon” for this lesson, as they will be asked to observe the moon over a period of two months, document their observations, and learn the phases of the moon together as a class.

A map of Happy Valley.

Creating an Address Tool Using AI

Grade audience: Secondary - Adult

Anybody who’s lived in a small town is probably used to receiving directions  like, “Oh, I live in the house with the blue roof behind the Coop,” or “The Country Food store is just past the Arctic Survival Store.” 

Webcam interface for the people selection.

Introduction to Machine Learning

Grade audience: Primary - Grade 3

In this lesson, students learn how a computer can be taught to categorize objects. This is something students already have experience with.

A student typing on a keyboard.

Turing Tests

Grade audience: Grade 4 - Grade 6

When artificial intelligence (AI) advances to a certain level, it may be possible to have conversations with machines that feel like speaking to a human. This exercise tests the current state of AI to see whether we can be fooled.

Number 3 drawn out.

Machine Learning: Supervised and Unsupervised

Grade audience: Grade 7 - Grade 8

There are many ways to build machine learning programs. In this lesson, students explore two of the basic types of machine learning: unsupervised learning and supervised learning.

A learner playing a game on a tablet.

Introduction to Serious Games and Their Design for K–Grade 3

Grade audience: Grade 1 - Grade 3

Serious games are games whose primary purpose is education and training as opposed to entertainment. They take advantage of the ability of computer games to attract and engage players/learners for a specific purpose, such as to develop new knowledge or skills.

A learner playing a game on a laptop.

Introduction to Serious Games and Their Design for Grades 4–6

Grade audience: Grade 4 - Grade 6

Serious games are games whose primary purpose is education and training as opposed to entertainment. They take advantage of the ability of computer games to attract and engage players/learners for a specific purpose such as to develop new knowledge or skills.

A learner taking notes.

Introduction to Serious Games and Their Design for Grades 7–8

Grade audience: Grade 7 - Grade 8

Serious games are games whose primary purpose is education and training as opposed to entertainment. They take advantage of the ability of computer games to attract and engage players/learners for a specific purpose, such as to develop new knowledge or skills.

A gaming keyboard and mouse.

Introduction to Serious Games and Their Design for Grades 9–12

Grade audience: Grade 9 - Grade 12

Serious games are games whose primary purpose is education and training as opposed to entertainment. They take advantage of the ability of computer games to attract and engage players/learners for a specific purpose such as to develop new knowledge or skills.