Artificial intelligence (AI) is becoming an important part of our everyday life, whether we knowingly embrace it or not. From social media to online media platforms, AI systems are used to offer personalised experiences and simplify daily tasks, profoundly changing the way we live.
AI systems are applied to increase productivity and improve our lives, but with them also come great ethical and security questions. Even concerns related to the perception of intelligence, cognitive development and societal implications arise.
For all these reasons, it is critical to improve AI literacy from a young age.
The project Adventure in AI uses a gamified approach to increase children’s AI literacy, to raise awareness and to equip educators with appropriate knowledge to address AI topics in the classroom and in other settings.
The Digital Game will be a learning resource providing meaningful context in which children, with the aid of educators and by themselves, may learn about AI in a safe and playful environment.
The main objective is to increase children’s AI Literacy and consequently eradicate the misconceptions around AI and create an all-inclusive ecosystem where all members of the community are equipped with the basic skills needed to pursue further learning to better adapt to a changing world where AI will be prevalent.
Thus, the Game should promote a basic understanding of what AI is, the language surrounding the technological and social aspects of AI, how AI works and how it is currently playing a role in our daily lives (and children’s lives in particular), the risks and opportunities AI bares and AI’s potential impact in jobs and other areas of society.
The Gamified Workshops will be experiences setup for educators and children around the AI topic and using a gamified approach, where the use of the Digital Game will be the focal point for awareness raising and skills transferability.
They serve two main purposes:
• develop children’s AI literacy
• promote and empower educators in the use of the 2AI Project learning methodology and toolkit.
The workshops will adopt an immersive learning approach to encourage participation and make the case for the use of experiential and playful learning methodologies.
The Kit will be comprised of the workshop plan and materials to support the implementation of the Gamified Workshops and to facilitate and encourage others to replicate these events in the future.
The project is a collaboration that brings different areas of expertise and different national perspectives on Artificial Intelligence, pedagogy and learning games together to cooperate and exchange experiences in an effort to develop, disseminate and provide the community with the competences to address this literacy.