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Case ReportPublished curriculum / implementation paper2022
AAB-CASE-2026-RV-129

Smartphone-Based Game Development to Introduce K12 Students in Applied Artificial Intelligence

This paper presents a structured activity based on a game de- sign to introduce k-12 students in the topic of super-vised ma- chine learning from a practical perspective. The activity has been developed in the scope of an Erasmus+ project called AI+, which aims to develop an AI curriculum for high school students.

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

Learning object / concept model

04

Outcome signal

Conceptual understanding

Registry Facets

0
Education Level
  • 9-12
Subject Area
  • K-12
  • mobile game development
  • applied AI
  • Computer vision / image classification
  • ML concepts / supervised learning
Use Case Type
  • Curriculum / course design
Stakeholder Group
  • Students
AI Capability Type
  • Computer vision / image classification
  • ML concepts / supervised learning
Implementation Model
  • In-school (K-12)
Evidence Type
  • Design / conceptual evidence
Outcomes Domain
  • Conceptual understanding

Implementing Organization

1
Organization Type

Source publication / research team or educational organization described in paper

Location

Finland, Italy

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

8 hours

Group Size

is paper presents a structured activity based on a game de- sign to introduce k-12 students in the topic of super-vised ma- chine learning from a practical perspective. The activity has been developed in the sco

Devices

Computer vision / image classification, ML concepts / supervised learning

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

Learner Profile

3
Age Range

9-12

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.
  • This paper presents a structured activity based on a game de- sign to introduce k-12 students in the topic of super-vised ma- chine learning from a practical perspective.
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

Computer vision / image classification, ML concepts / supervised learning

Languages

Not specified in extracted text

AI Role
  • Learning object / concept model
User Interaction Model
  • Primary interaction pattern inferred from publication: Curriculum / course design.
  • AI capability focus: Computer vision / image classification, ML concepts / supervised learning.
Safeguards
  • Use age-appropriate framing and teacher/facilitator oversight for any classroom deployment.
  • Minimize personal data collection and avoid storing identifiable learner media unless approved by local policy/IRB.

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
  • Game-based 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: Game-based 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.
  • From a didactic perspective, the stu- dents dealt with supervised learning to solve a problem of im- age classification.
Learning Signals
  • From a didactic perspective, the stu- dents dealt with supervised learning to solve a problem of im- age classification.
Educators Reflection

This paper presents a structured activity based on a game de- sign to introduce k-12 students in the topic of super-vised ma- chine learning from a practical perspective. The activity has been developed in the scope of an Erasmus+ project called AI+, which aims to develop an AI curriculum for high school students.

Ethical & Privacy Considerations

10
Privacy
  • Use age-appropriate framing and teacher/facilitator oversight for any classroom deployment.
  • Minimize personal data collection and avoid storing identifiable learner media unless approved by local policy/IRB.

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
  • Curriculum / course design
  • Computer vision / image classification
  • ML concepts / supervised learning

Case Status

13
Case Status
  • Completed

AAB Classification Tags

14
Age

9-12

Setting

In-school (K-12)

AI Function

Computer vision / image classification, ML concepts / supervised learning

Pedagogy

Game-based learning

Risk Level

Medium

Data Sensitivity

High

Source Publication

15
Title

Smartphone-Based Game Development to Introduce K12 Students in Applied Artificial Intelligence

Authors
  • Sara Guerreiro-Santalla
  • Alma Mallo
  • Tamara Baamonde
  • Francisco Bellas
Venue

Proceedings of the AAAI Conference on Artificial Intelligence, Vol. 36 No. 11, EAAI-22

Year

2022

Doi

10.1609/aaai.v36i11.21554

Source URL

https://ojs.aaai.org/index.php/AAAI/article/view/21554

Pdf URL

https://ojs.aaai.org/index.php/AAAI/article/view/21554/21303

Pdf Filename

101_Smartphone-Based Game Development to Introduce K12 Students in Applied Artificial Intelligence.pdf

Page Count

8

Abstract

This paper presents a structured activity based on a game de- sign to introduce k-12 students in the topic of super-vised ma- chine learning from a practical perspective. The activity has been developed in the scope of an Erasmus+ project called AI+, which aims to develop an AI curriculum for high school students. As established in the AI+ principles, all the teaching activities are based on the use of the student's smartphone as the core element to intro-duce an applied approach to AI in classes. In this case, a smartphone-based game app is devel- oped by students that includes a neural network model ob- tained with the "Personal Image Classifier" tool of the MIT App Inventor software. From a didactic perspective, the stu- dents dealt with supervised learning to solve a problem of im- age classification. The main learning outcome is the under- standing of how relevant is to develop a reliable machine learning model when dealing with real world applications. This activity was tested during 2021 with more than 50 stu- dents belonging to six schools across Europe, all of them en- rolled in the AI+ project.

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
    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

    Primary school students’ perceptions of artificial intelligence – for good or bad

    Similarity Score

    0.491

    Likely Duplicate

    false

    Registry Metadata

    19
    Case ID
    AAB-CASE-2026-RV-129
    Publication Status
    Published curriculum / implementation paper
    Tags
    case9-12Finland, ItalyIn-school (K-12)Computer vision / image classificationK-12mobile game developmentapplied AIComputer vision / image classificationML concepts / supervised learningCurriculum / course design