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.
Implementation
Source publication / research team or educational organization described in paper
Learning context
In-school (K-12)
AI role
Learning object / concept model
Outcome signal
Conceptual understanding
Registry Facets
- 9-12
- K-12
- mobile game development
- applied AI
- Computer vision / image classification
- ML concepts / supervised learning
- Curriculum / course design
- Students
- Computer vision / image classification
- ML concepts / supervised learning
- In-school (K-12)
- Design / conceptual evidence
- Conceptual understanding
Implementing Organization
Source publication / research team or educational organization described in paper
Finland, Italy
Researchers, educators, instructors, or facilitators as described in the source publication
Learning Context
- In-school (K-12)
Curriculum design or implementation
8 hours
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
Computer vision / image classification, ML concepts / supervised learning
- Use with minors requires attention to privacy, consent, data minimization, and adult supervision.
Learner Profile
9-12
Mixed or not explicitly specified; infer from target learner group and intervention design.
Varies by intervention; not specified unless the paper explicitly describes prerequisites.
Educational Intent
- 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.
- 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.
- 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
Computer vision / image classification, ML concepts / supervised learning
Not specified in extracted text
- Learning object / concept model
- Primary interaction pattern inferred from publication: Curriculum / course design.
- AI capability focus: Computer vision / image classification, ML concepts / supervised learning.
- 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
- 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 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.
- Game-based learning
- Registry extraction emphasizes explicit learning goals, observed outcomes, constraints, and safety limitations.
Observed Challenges
- Use with minors requires attention to privacy, consent, data minimization, and adult supervision.
Design 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
- 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.
- From a didactic perspective, the stu- dents dealt with supervised learning to solve a problem of im- age classification.
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
- 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
- Design / conceptual evidence
Relevance to Research
- 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.
- Conceptual understanding
- Curriculum / course design
- Computer vision / image classification
- ML concepts / supervised learning
Case Status
- Completed
AAB Classification Tags
9-12
In-school (K-12)
Computer vision / image classification, ML concepts / supervised learning
Game-based learning
Medium
High
Source Publication
Smartphone-Based Game Development to Introduce K12 Students in Applied Artificial Intelligence
- Sara Guerreiro-Santalla
- Alma Mallo
- Tamara Baamonde
- Francisco Bellas
Proceedings of the AAAI Conference on Artificial Intelligence, Vol. 36 No. 11, EAAI-22
2022
10.1609/aaai.v36i11.21554
https://ojs.aaai.org/index.php/AAAI/article/view/21554
https://ojs.aaai.org/index.php/AAAI/article/view/21554/21303
101_Smartphone-Based Game Development to Introduce K12 Students in Applied Artificial Intelligence.pdf
8
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
- In-school (K-12)
- Use with minors requires attention to privacy, consent, data minimization, and adult supervision.
Cost And Operations
Not specified in extracted text unless noted in duration field.
Requires educators/researchers/facilitators with sufficient AI literacy and pedagogy knowledge for the target learners.
Infrastructure depends on AI tool type, learner devices, data access, and institutional policy context.
Extraction Notes
High
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.
Primary school students’ perceptions of artificial intelligence – for good or bad
0.491
false
