LearnML Results

Intellectual Outputs (IO)

Work under the LearnML project has resulted to the following publicly-available Intellectual Outputs:

IO1: A LearnML Pedagogical Framework Development

The key objective of IO1 is to examine existing educational practices, needs, requirements, beliefs and attitudes, potential impact regarding computational thinking, digital literacy, game-based learning, AI, ML, and relevant ethics concerns and values, gender and culture bias, in primary and secondary education.

English Version

IO2: LearnML Educational Toolbox

The LearnML toolbox is designed and implemented based on the necessary teaching and learning framework (IO1) of training and instructional activities and references to existing and newly created teaching opportunities. The LearnML toolbox can be used for interventions in a classroom that teaches students the basic AI principles of supervised and reinforcement learning, increase the learner's awareness on the ethical, cultural and social challenges of AI and train them on how to reflect critically and creatively on the societal challenges of AI literacy and their responsibility as users and designers of AI systems.

Link to Games

IO3: LearnML Guidebook

The aim of IO3 is to develop a customised and detailed methodology to specifically address AI and ML learning and computational thinking via games, the social, cultural and ethical challenges that AI might raise, and ways to address such challenges in the classroom, starting from the training of the educators and the relevant and appropriate material, and following it through up to the implementation in the classroom and the evaluation of the attainment of the learning objectives.

English Version

IO4: Teacher Training Report

The aim of IO4 is to deploy a professional development and innovation course curriculum, addressed to teachers, school leaders and teacher educators to be used in European continuing professional development for promoting and supporting teaching and learning of ML and AI concepts, principles, and implications, in primary and secondary school education leveraging the idea of game-based learning.

English Version