Основні поняття
Constructionist approaches can empower youth to creatively engage with and design applications using artificial intelligence and machine learning, fostering deeper understanding of their own cognitive processes, developing personally relevant projects, and addressing critical issues of algorithmic bias and environmental impact.
Анотація
The paper proposes 20 constructionist activities for youth to engage with artificial intelligence (AI) and machine learning (ML) in creative and meaningful ways. Many of the activities build on ideas from the original "Twenty Things to Do With a Computer" memo by Papert and Solomon, while others address new topics in science, mathematics, and the arts.
The key themes highlighted in the paper include:
Engaging youth in reflecting on their own cognitive processes and the differences between human and machine learning through activities like "Explain Yourself" and "Artificial Co-Learners".
Providing opportunities for youth to create personally relevant AI/ML applications, moving beyond isolated models and off-the-shelf datasets disconnected from their interests. Examples include "Face Filter", "Weird Recipes", and "Sports Training App".
Addressing critical issues of algorithmic bias, environmental impact, and the social aspects of data production involved in making AI/ML applications. Activities like "Drawing Generator" and "Modeling Climate and Carbon Emissions" explore these dimensions.
Emphasizing the importance of peer collaboration, testing, and auditing in the design process to support youth in identifying edge cases and improving their AI/ML projects.
The paper argues that these constructionist activities can empower youth to engage with AI/ML in deeper and more meaningful ways, fostering their understanding of both the potential and limitations of these technologies.