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Case ReportPublished curriculum / implementation paper2023
AAB-CASE-2026-RV-120

Scratch for Sports: Athletic Drills as a Platform for Experiencing, Understanding, and Developing AI-Driven Apps

Culturally relevant and sustaining implementations of com- puting education are increasingly leveraging young learners' passion for sports as a platform for building interest in differ- ent STEM (Science, Technology, Engineering, and Math) concepts. Numerous disciplines spanning physics, engineer- ing, data science, and especially Artificial Intelligence (AI) based computing are not only authentically used in pro- fessional sports in today's world but can also be productively introduced to introduce young learners to these disciplines and facilitate deep engagement with the same in the context of sports.

This page documents an AI literacy or AI education case for registry purposes. It is descriptive and does not imply AAB endorsement of any specific tool, provider, or intervention.
01

Implementation

Source publication / research team or educational organization described in paper

02

Learning context

In-school (K-12)

03

AI role

Tutor

04

Outcome signal

Conceptual understanding

Registry Facets

0
Education Level
  • K-12
Subject Area
  • K-12
  • Scratch
  • AI apps
  • Assessment / tutoring analytics
Use Case Type
  • Curriculum / course design
  • Learning tool / resource design
  • Assessment support
  • Outreach / informal learning
Stakeholder Group
  • Students
  • Adult learners / professionals
AI Capability Type
  • Assessment / tutoring analytics
Implementation Model
  • In-school (K-12)
Evidence Type
  • Design / conceptual evidence
Outcomes Domain
  • Conceptual understanding
  • Engagement / motivation
  • Assessment / feedback quality

Implementing Organization

1
Organization Type

Source publication / research team or educational organization described in paper

Location

Not specified in extracted text

Primary Facilitator Role

Researchers, educators, instructors, or facilitators as described in the source publication

Learning Context

2
Setting Type
  • In-school (K-12)
Session Format

Curriculum design or implementation

Duration

Not specified in extracted text

Group Size

Not specified in extracted text

Devices

Assessment / tutoring analytics

Constraints
  • Use with minors requires attention to privacy, consent, data minimization, and adult supervision.

Learner Profile

3
Age Range

K-12

Prior AI Exposure Assumed

Mixed or not explicitly specified; infer from target learner group and intervention design.

Prior Programming Background Assumed

Varies by intervention; not specified unless the paper explicitly describes prerequisites.

Educational Intent

4
Primary Learning Goals
  • Document the AI education intervention, course, tool, or resource described in the source publication.
  • Extract the learner context, AI role, pedagogy, outcomes, and constraints for AAB registry comparison.
  • Culturally relevant and sustaining implementations of com- puting education are increasingly leveraging young learners' passion for sports as a platform for building interest in differ- ent STEM (Science, Technology, Engineering, and Math) concepts.
Secondary Learning Goals
  • Support AAB comparison across AI literacy, AI education, teacher training, higher education, and workforce contexts.
  • Capture evidence maturity, transferability, and limitations rather than treating the publication as product endorsement.
What This Was Not
  • Not an AAB endorsement of the tool, curriculum, provider, or result.
  • Not a direct replication record unless the source paper reports implementation details sufficient for replication.

AI Tool Description

5
Tool Type

Assessment / tutoring analytics

Languages

Not specified in extracted text

AI Role
  • Tutor
User Interaction Model
  • Primary interaction pattern inferred from publication: Curriculum / course design, Learning tool / resource design, Assessment support, Outreach / informal learning.
  • AI capability focus: Assessment / tutoring analytics.
Safeguards
  • Use age-appropriate framing and teacher/facilitator oversight for any classroom deployment.

Activity Design

6
Activity Flow
  • Review the publication’s reported context, learner group, AI tool or curriculum, implementation process, and outcome evidence.
  • Map the case to AAB registry fields for comparison across educational levels and AI capability types.
  • Use the source publication and PDF for any manual verification before public registry release.
Human Vs AI Responsibilities
  • Human educators/researchers remain responsible for instructional design, supervision, interpretation, and ethical safeguards.
  • AI systems or AI concepts provide the learning object, support tool, evaluator, simulator, or automation context depending on the paper.
Scaffolding Strategies
  • Tutoring / feedback-supported learning
  • Registry extraction emphasizes explicit learning goals, observed outcomes, constraints, and safety limitations.

Observed Challenges

7
Educators Reported
  • Use with minors requires attention to privacy, consent, data minimization, and adult supervision.

Design Adaptations

8
Adaptations
  • Case classified under: Published curriculum / implementation paper.
  • Pedagogical pattern: Tutoring / feedback-supported learning.
  • Any additional adaptations should be verified against the full paper before public-facing publication.

Reported Outcomes

9
Engagement
  • Engagement evidence should be interpreted according to the source paper’s reported method and sample.
  • Numerous disciplines spanning physics, engineer- ing, data science, and especially Artificial Intelligence (AI) based computing are not only authentically used in pro- fessional sports in today's world but can also be productively introduced to introduce young learners to these disciplines and facil
Learning Signals
  • Numerous disciplines spanning physics, engineer- ing, data science, and especially Artificial Intelligence (AI) based computing are not only authentically used in pro- fessional sports in today's world but can also be productively introduced to introduce young learners to these disciplines and facil
  • In this work, we present a curriculum that includes a constellation of proprietary apps and tools that we show to student athletes learning sports like basketball and soccer which use AI methods like pose detection and IMU-based gesture detection to track activity and provide feedback.
Educators Reflection

Culturally relevant and sustaining implementations of com- puting education are increasingly leveraging young learners' passion for sports as a platform for building interest in differ- ent STEM (Science, Technology, Engineering, and Math) concepts. Numerous disciplines spanning physics, engineer- ing, data science, and especially Artificial Intelligence (AI) based computing are not only authentically used in pro- fessional sports in today's world but can also be productively introduced to introduce young learners to these disciplines and facilitate deep engagement with the same in the context of sports.

Ethical & Privacy Considerations

10
Privacy
  • Use age-appropriate framing and teacher/facilitator oversight for any classroom deployment.

Evidence Type

11
Evidence
  • Design / conceptual evidence

Relevance to Research

12
Potential Research Use
  • Can be used as an AAB evidence record for cross-case comparison, standards drafting, and evidence-maturity mapping.
  • Supports identification of recurring patterns in AI literacy, AI education implementation, teacher preparation, assessment, and responsible AI learning.
Relevant Research Domains
  • Conceptual understanding
  • Engagement / motivation
  • Assessment / feedback quality
  • Curriculum / course design
  • Learning tool / resource design
  • Assessment support
  • Outreach / informal learning
  • Assessment / tutoring analytics

Case Status

13
Case Status
  • Completed

AAB Classification Tags

14
Age

K-12

Setting

In-school (K-12)

AI Function

Assessment / tutoring analytics

Pedagogy

Tutoring / feedback-supported learning

Risk Level

Low to Medium

Data Sensitivity

Medium

Source Publication

15
Title

Scratch for Sports: Athletic Drills as a Platform for Experiencing, Understanding, and Developing AI-Driven Apps

Authors
  • Vishesh Kumar
  • Marcelo Worsley
Venue

Proceedings of the AAAI Conference on Artificial Intelligence, Vol. 37 No. 13, EAAI-23

Year

2023

Doi

10.1609/aaai.v37i13.26901

Source URL

https://ojs.aaai.org/index.php/AAAI/article/view/26901

Pdf URL

https://ojs.aaai.org/index.php/AAAI/article/view/26901/26673

Pdf Filename

092_Scratch for Sports_ Athletic Drills as a Platform for Experiencing, Understanding, and Developing AI-Driven Apps.pdf

Page Count

6

Abstract

Culturally relevant and sustaining implementations of com- puting education are increasingly leveraging young learners' passion for sports as a platform for building interest in differ- ent STEM (Science, Technology, Engineering, and Math) concepts. Numerous disciplines spanning physics, engineer- ing, data science, and especially Artificial Intelligence (AI) based computing are not only authentically used in pro- fessional sports in today's world but can also be productively introduced to introduce young learners to these disciplines and facilitate deep engagement with the same in the context of sports. In this work, we present a curriculum that includes a constellation of proprietary apps and tools that we show to student athletes learning sports like basketball and soccer which use AI methods like pose detection and IMU-based gesture detection to track activity and provide feedback. We also share Scratch extensions which enable rich access to sports related pose, object, and gesture detection algorithms that youth can then tinker around with and develop their own sports drill applications. We present early findings from pilot implementations of portions of these tools and curricula, which also fostered discussion relating to the failings, risks, and social harms associated with many of these different AI methods – noticeable in professional sports contexts, and rel- evant to youths' lives as active users of AI technologies as well as potential future creators of the same.

Transferability

16
Best Fit Contexts
  • In-school (K-12)
Likely Failure Modes
  • Use with minors requires attention to privacy, consent, data minimization, and adult supervision.

Cost And Operations

17
Time Cost Notes

Not specified in extracted text unless noted in duration field.

Staffing Notes

Requires educators/researchers/facilitators with sufficient AI literacy and pedagogy knowledge for the target learners.

Infra Notes

Infrastructure depends on AI tool type, learner devices, data access, and institutional policy context.

Extraction Notes

18
Confidence

High

Missing Information
  • group_size
  • duration
Reasoning Limits

This entry was automatically extracted from the PDF text and manifest metadata. Fields should be manually verified before public registry publication, especially group size, location, duration, and outcome claims.

Duplicate Check Against Uploaded Cases Json
Closest Existing Title

What are artificial intelligence literacy and competency? A comprehensive framework to support them

Similarity Score

0.37

Likely Duplicate

false

Registry Metadata

19
Case ID
AAB-CASE-2026-RV-120
Publication Status
Published curriculum / implementation paper
Tags
caseK-12Not specified in extracted textIn-school (K-12)Assessment / tutoring analyticsK-12ScratchAI appsAssessment / tutoring analyticsCurriculum / course designLearning tool / resource designAssessment supportOutreach / informal learning