Introduction to AI Machine Learning via Teachable Machines
Grade 4 - Grade 6
Students explore aspects of AI and develop their own simple AI programs. Then, they connect their newfound knowledge to real-world examples.
Students explore aspects of AI and develop their own simple AI programs. Then, they connect their newfound knowledge to real-world examples.
Students learn about natural language processing (NLP) and how it works. They also learn to apply the rules of NLP to a text, how computers identify tag words, and how voice-generated technology impacts many aspects of daily life.
Students learn how computers can process and categorize images. They program and train a computer to recognize certain images and teach it to play Rock, Paper, Scissors.
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.
In this lesson, students learn coding basics by building a rudimentary understanding of command codes, sequences, and loops.
In this lesson, students respond to writing prompts that require them to think about other/diverse perspectives via RAFT-style storytelling:
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.
This lesson merges the worlds of artificial intelligence (AI) and poetry. Students read a poem and decipher it to analyze tone, emotions, and symbolism.
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.
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.
In this lesson, students learn about how humanity has taken inspiration from nature when considering solutions to complex problems.
Students will learn about constellations and to describe the role of celestial objects in the traditions and beliefs of selected cultures and civilizations.
In this lesson, students explore the concept of what a force is and how forces affect our lives.
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.
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.
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.”
In this lesson, students learn how a computer can be taught to categorize objects. This is something students already have experience with.
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.
A generative adversarial network (GAN) is a pair of duelling systems playing a game. The discriminative network has been trained to recognize, or discriminate among, types of data.
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.
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.
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.
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.
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.