ReadyAI Lesson Plans

Elementary Schools

Content

Demo Lesson Plan
Program Scope and Sequence

Curriculum Overview

Who Made This?

ReadyAI believes that all students should have access to artificial intelligence, not only students with computer science backgrounds or those who attend schools with highly developed technology programs.

AI is the future, and students must be prepared for it. At ReadyAI, we want to make K-12 AI education a reality and help students to be empowered to use AI to change the world.

ReadyAI is built on three basic tenets:

  • We teach AI for social good. Sure, we get into some heavy material, but the core of our curriculum surrounds impacting society positively through AI, all the while recognizing the ethical concerns and the inevitable societal impact AI technology will raise.
  • Learning AI is fun. W put an emphasis on the non-technical components of learning, combining art and multimedia. Students learn computer science, but they learn it in the context of their interests and power all their work with not just STEM, but STEAM education, infusing their work with what makes us human.
  • Project-based Learning. Students learn through playing and building up ideas with teammates. Thus, students also learn soft-skills such as presentation techniques, leadership, and collaboration.

ReadyAI believes that AI must be broached early. That’s why we partnered with schools and afterschool programs across the U.S. and the world to develop and test this interactive curriculum.

Who is this for?

This curriculum focuses on later elementary school students, ideally Grades 4-6.

However, this curriculum is not limited to those ages. Younger students, including Grades 1-3 have already benefited from this curriculum. We might suggest exploring our early elementary age curriculum, though, if this group is your target audience.

Elementary School Teachers, After School Programs, and Homeschoolers

ReadyAI has piloted this curriculum with school systems as well as after school programs such as the Boys & Girls Club. We also have parents who want their children to follow an introductory curriculum that teaches AI concepts. Really, we encourage everyone to begin learning about AI and how to engage it in individually and socially beneficial ways. This curriculum requires no prerequisite AI skills or computer science background.

Course Structure

This curriculum overview is intended to provide the user a series of theoretical and contextual models for using an AI unit and a connected device to teach AI concepts to middle school students who have only a basic understanding of computer functionality. Unlike our middle school curriculum, this curriculum focuses on scratch based programming and differentiating between sequential and rule based coding. Additionally, this lesson is heavily gamified, allowing students to play a game, discuss how AI plays a role in it, and then try to produce a small version of the game again. Each lesson closes with discussing how the students used AI in their coding and what practical applications this technology has.

In this overview, you will find the course objectives, lesson objectives, and key activities meant to reinforce those objectives. Within the 12 lesson sequence itself, you will find assessment techniques ranging from oral discussion to multiple choice assignments. These can be used as the mode of instruction dictates.

This curriculum also relies on Bloom’s Taxonomy 2.0, with “Creation” being placed as the highest level of critical thinking. In fact, the entire eight-lesson series culminates in project-based learning of AI concepts.

Technology Requirements

ReadyAI’s curriculum requires students to have AI units and connected devices, which ReadyAI can provide. Lessons also come with PowerPoints, and ReadyAI encourages teachers to use the PowerPoints to engage students. Finally, if instructors can connect their device powering the AI unit to a projector, this would greatly assist in showing some of the coding operating the AI technology. Feel free to contact info@readyai.org for additional ideas.

Getting Help

If you are a teacher or school administrator and you’d like to attend a free training on our curriculum, please contact info@readyai.org. Alternatively, we host trainings at schools as well. Please contact us about these via the same email address.

Course Objectives

Students should be able to

  1. define basic concepts in the field of AI;
  2. describe functions of AI as well as current limitations
  3. apply principles of coding to demonstrate understanding of AI concepts
  4. evaluate applications of AI technologies.
  5. create a project that uses AI to solve real-world problems.

AI’s Big Ideas for K-12

Big Idea #1: Computers can perceive the world using sensors.

Big Idea #2: Agents create and maintain internal representations/models of the world and use them for reasoning.

Big Idea #3: Computers can learn from data.

Big Idea #4: AI systems strive to interact comfortably with humans.

Big Idea #5: AI applications can impact society in positive and negative ways

*David Touretzky, Christina Gardner-McCune, Fred Martin, Deborah Seehorn.AI4K12.orgEnvisioning AI for K-12: What should every child know about AI?

Lessons, Lesson Objectives, and Suggested Activities

Lessons Lesson Objectives

  • Students will be able to
Activities
Lesson 1

Meet Your AI Friend

  • Contrast AI vision from robotic vision
  • Program Cozmo to recognize their faces
  • Brainstorming applications for facial recognition
Written Responses

  • Students may complete the summative mastery quiz.
Unit 2

Scaring Contest & Rebounce
  • identify uses of facial recognition in real life.
  • analyze games programmed into the Cozmo app.
  • create coding that utilizes Cozmo’s AI facial recognition abilities.
Oral Responses

  • Students may be evaluated based on participation or speaking.

Written Responses

  • Students may be evaluated using the complete summative mastery quiz.
Unit 3

Peekaboo AI
  • identify coding necessary to code peekaboo.
  • build a scenario where peekaboo may be applicable.
  • create coding that programs Cozmo to play peekaboo as both the player and the recipient.
Oral Responses

  • Students may be evaluated based on participation or presentation.

Written Responses

  • Students may be evaluated using the complete summative mastery quiz.
Unit 4

Speech Generation
  • summarize the steps to program speech.
  • connect facial recognition to speech generation.
  • design a mini-project where Cozmo uses speech generation as well as facial recognition.
Mini-Project

  • Students may be evaluated using a rubric for their project.

Written Responses

  • Students may be evaluated using the complete summative mastery quiz.
Unit 5

American Idol AI
  • identify the challenges of program music.
  • connect facial recognition to speech generation.
  • compose a brief tune using Cozmo’s speech functions and link it to previously coded material.
Oral Responses

  • Students may explain how to program a tune as well as the challenges that come with it.

Written Responses

  • Students may be evaluated using the complete summative mastery quiz.
Unit 6

Object Recognition & Manipulation

  • describe the challenges in identifying objects.
  • implementing code to make the AI unit engage an object.
  • brainstorm where the AI unit uses an object it can manipulate as a representation of something.
Presentation

  • Students may present the scenario they created.

Written Responses

  • Students may be evaluated using the complete summative mastery quiz.
Unit 7

Tick Tock Bot

  • describe how the Tick Tock Bot software works.
  • deconstruct the coding and AI necessary for this program to work.
  • craft a basic AI function and code to demonstrate understanding of AI object manipulation and awareness.
Demonstration

  • Students may demonstrate their code of AI object manipulation and awareness.

Written Responses

  • Students may be evaluated using the complete summative mastery quiz.
Unit 8

Keep Away & Quick Tap

  • describe how the Keep Away and Quick Tap games work.
  • implement coding that resembles that of the Keep Away and Quick Tap games.
  • invent a scenario where such AI skills would be useful.
Demonstration

  • Students may demonstrate their scenario using coding or themselves.

Written Responses

  • Students may be evaluated using the complete summative mastery quiz.
Unit 9

Landmark-based Navigation & Cozmo’s Freetime

  • contrast robot movement with AI navigation.
  • show programming of AI navigation.
  • compete with other students in terms of navigation commands.
Demonstration

  • Students may demonstrate their ability to program their AI units around obstacles.

Written Responses

  • Students may be evaluated using the complete summative mastery quiz.
Unit 10

Project Planning

  • identify applications for AI in a teacher provided example.
  • apply their understanding of AI to a real life project.
  • create a plan for their own project.
Demonstration

  • Students may create plans for AI applications project.

Written Responses

  • Students may be evaluated using the complete summative mastery quiz.
Unit 11

Project Creation

  • rehearse their project presentations.
  • apply their understanding of AI to project creation.
  • synthesize their technical and creative knowledge.
    create their projects.
Demonstration

  • Students may create an AI project.

Written Responses

  • Students may be evaluated using the complete summative mastery quiz.
Unit 12

Project Rehearsal

  • rehearse their project presentations in front of a class.
  • troubleshoot problems in their projects.
  • create projects that demonstrate their learning of AI and their collaboration.
Demonstration

  • Students may demonstrate their project in front of the class.

Written Responses

  • Students may be evaluated using the complete summative mastery quiz.

Lesson Structure

Every lesson plan has a common structure that should make it easy to find what you need. Planning for a lesson starts by looking at the summary, then reviewing the agenda and teaching guide.