Pedagogical Design of K-12 Artificial Intelligence Education: A Systematic Review
Abstract
:1. Introduction
1.1. Interdisciplinary Nature of K-12 AI Education
1.2. Existing Reviews of K-12 AI Education
2. Method
2.1. Literature Search
2.2. Inclusion and Exclusion Criteria
2.3. Data Coding
3. Results
3.1. Status of Research on Teaching AI in the K-12 Context
3.2. Pedagogical Characteristics of Reported AI Teaching Units
3.2.1. Scale (Target Audience, Setting, and Duration) of the Teaching Unit
Target Audience
Setting
Duration
3.2.2. Learning Content, Tools and Materials, and Prior Knowledge Prerequisites of the Teaching Units
3.2.3. Learning Theory, Pedagogical Approach, and T&L Activities of the Teaching Units
3.3. Assessments and Learning Outcomes of the Reported Teaching Units
4. Discussion and Future Directions
4.1. Main Findings
4.2. Selected Exemplary Designs
4.3. Strengths and Limitations
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Authors and Year | Country/ Region | Age Level | Lesson Duration | Pedagogical Approach | Assessment |
Henry et al. (2021) [9] | Belgium | Middle school + primary school | 1 Session; 2–4 h | Role-playing game: children alternate between the roles of developers, testers, and AI | Open questions: personal definition of AI |
Van Brummelen et al. (2021) [47] | United Kingdom | Grade 6–12 (middle school) | 5 Sessions; 13–15 h | Direct instruction | Questionnaire Students’ artifacts |
Vartiainen et al. (2021) [44] | Finland | Age 12–13 | 3 Sessions; 8–9 h | Design-oriented pedagogy Collaborative learning | Products; Process observation |
Bilstrup et al. (2020) [56] | Denmark | Age 16–20 | 1 Session: ~3 h | Design as a learning approach | Artifact analysis |
Lin et al. (2020) [60] | USA | Age 8–10 | 1 Session; ~2 h | Interactive learning | Five-item open question assessment; Self-evaluation questionnaire |
Norouzi et al. (2020) [53] | USA | Secondary school students | 1 Month; ~80 h | Collaborative learning Instruction transitioned away from objectivist (basic knowledge) strategies to constructivist strategies (project) | Questionnaire for knowledge acquisition; Questionnaire for self-evaluation; |
Vartiainen et al. (2020) [41] | Finland | Age 12–13 | 3 Sessions; 8–9 h | Design-oriented pedagogy emphasizes open-ended, real-life learning tasks | Products Process observation; |
Wan et al. (2020) [48] | USA | Age 15–17 | 1 Session; ~3 h | Design space involves data visualization; hands-on exploration; collaborative learning | Questionnaire for knowledge acquisition |
Toivonen et al. (2019) [42] | Finland | Age 12–13 | 3 Sessions; 8–9 h | Meta design approach: children as designers and creators in the evolving process of learning Project-based learning | Tests; group discussion; artifacts; interviews |
Hitron et al. (2019) [49] | Israel | Age 10–13 | 1 Session | Learning by design approach Experience Predefined structured support | Observation; Interview |
Mariescu-Istodor & Jormanainen (2019) [33] | Romania | Age 13–19 | 1 Session; ~2 h | Collaborative learning | Questionnaire (motivation) Self-assessment (perceived competence) |
Estevez et al. (2019) [52] | Spain | Age 16–17 | 1 Session; ~2 h | Direct instruction Hands-on practice Collaborative learning | N/A |
Williams et al. (2019a) [38] | USA | Age 4–6 | 1 Session; ~2 h (designed) 2–4 days in total | Interactive learning Collaborative learning | Perception of robots questionnaire; Theory of mind assessment |
Williams et al. (2019b) [8] | USA | Age 4–6 | 1 Session; ~2 h (designed) 2–4 days in total | Interactive learning Collaborative learning | Multiple-choice questions for AI knowledge |
Druga et al. (2019) [50] | USA, Germany, Denmark, Sweden | Age 7–9; Age 10–12 | 1 Session ~2 h | Interactive learning | AI perception questionnaire |
Hitron et al. (2018) [51] | Israel | Age 10–12 | 1 Session | Interactive learning | Artifact analysis |
Sakulkueakulsuk et al. (2018) [55] | Thailand | Grade 7–9 (middle school) | 3 sessions; 9 h | Participatory learning Four Ps of Creative Learning (Projects, Passion, Play, and Peers) PBL, GBL, CL | AI: product evaluation; Other: self-report survey (learning experiences and the adoption of new learning and thinking processes) |
Woodward et al. (2018) [66] | US | Age 7–12 | 4 sessions; 6–8 h | Cooperative inquiry Codesign | N/A |
Srikant & Aggarwal (2017) [37] | India | Age 10–15 | 1 Session | Direct instruction Hands-on practice Cognitive-based task design | N/A |
Burgsteine et al. (2016) [54] | Euro | Grade 9–11 (secondary school) | 7 Sessions: 14 h | Theoretical and hands-on components; Group work | Self-assessment questionnaire |
Vartiainen et al. (2020) [39] | Finland | Age 3–9 | ~1 h | Participatory learning | N/A |
Druga & Ko (2021) [90] | USA | Age 7–12 | N/M | Project-based learning | Observation; Questionnaire (for perception) |
Tseng et al., (2021) [45] | USA & Japan | Age 8–14 | ~2 h | Direct instruction Project-based learning Design-oriented learning | Survey about knowledge of ML |
Shamir (2021) [46] | Israel | Age 12 | 6-Day course | Participatory learning Interactive learning | Artifact analysis Course questionnaire (multiple choice) |
Zhang et al. (2022) [34] | N/M | Grade 7–9 (middle school) | >25 h | Interactive learning Collaborative learning Participatory learning | AI concept inventory (Good example) |
Hsu et al. (2022) [67] | N/M | Grade 7 (middle school) | 6-Week curriculum | Experiential learning (interactive learning) vs. cycle of doing projects (direct instruction) | Course questionnaire (multiple choice) |
Lee et al. (2021) [65] | N/M | Age 8–11 | N/M | Game-based learning Problem-based learning Collaborative learning | Pre/post assessment of AI concepts, ethics, life science |
Kaspersen et al. (2021) [43] | Denmark | Age 17–20 | 6 interventions (Sessions) ~10 h | Project-based learning Collaborative learning Participatory learning (social science) | Observation |
Fernandez-Martinez et al. (2021) [44] | Spain | Grade 8/ Grade 10 | 2 Sessions: 3–4 h | Individual work Direct instruction Interactive learning | Quiz with open and multiple-choice questions |
Melsion et al. (2021) [36] | N/M | Age 10–14 | <30 min | Direct instruction Interactive learning | Questions evaluating understanding of ML and bias: multiple-choice, open-ended, Likert scale |
Ng et al. (2022) [35] | Hong Kong | Primary school students | 7 Session + self-create workshop | Digital story writing Inquiry-based learning: five phases (orientation, conceptualization, investigation, conclusion, and discussion) | Posttest about AI knowledge |
Hsu et al. (2021) [64] | Taiwan | Grade 5 | 9 Sessions (9 weeks) | Game-based learning Learning in making (Robots) Experiential learning | Learning effectiveness test |
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AI Terms | Education Terms | School Level Terms |
---|---|---|
machine learning OR artificial intelligence OR deep learning OR neural network OR AI | teaching OR learning OR education OR curriculum OR curricula OR pedagog OR instruct | K-12 OR kid OR child OR primary OR elementary OR secondary OR middle OR high school OR pretertiary |
Model Used in Current Study | Gerlach and Ely’s Model | |
---|---|---|
Learning theory Pedagogical approach | Determination of strategy | |
Special T&L activity | ||
Learning content | Specification of content | |
Scale | Target audience | Organization of groups |
Course duration | Allocation of time | |
Setting | Allocation of space | |
Teaching resources | Selection of resources | |
Prior knowledge prerequisites | Assessment of entering behaviors | |
Aims and objectives | Specification of objectives | |
Assessment and learning outcome | Evaluation of performance | |
Analysis of feedback |
Categories | Code List | Example |
---|---|---|
General information | Author, title, year, country | |
Publication type | Conference/Journal | |
Project/course name (if any) | AI4Future | |
Research information | RQs | |
Target audience | Secondary school | |
Sample size | ||
Type of research | Qualitative | |
Data source | Survey | |
Pedagogical design | Aims and objectives | |
T&L setting | Classroom | |
Project/course duration | One day (3 h) | |
Learning content | ||
Pedagogical approach | PBL | |
Theories | Constructionism | |
Prior knowledge prerequisites | Scratch | |
Special T&L activities | Unplugged | |
Materials and tools | Robot | |
Evaluation method | Self-evaluation | |
Learning outcome |
Theory | Description | Implications |
---|---|---|
Behaviorism | This theory focuses solely on observable behavior, with the sense that actions are shaped by environmental stimuli [61] Discounts mental activities such as cognition and emotion, which are regarded as too subjective [62]. | Direct instruction is prioritized. Feedback is provided on answers and quizzes |
Cognitivism | This theory emphasizes the process and storage of information in the human brain [63]. Popular guiding theories in education include information process theory, cognitive load theory, and metacognitive learning theory. Relevant learning strategies include outcome prediction, research step planning, time management, decision-making, and alternate strategy use when a search fails. | Design of lessons and materials is based on communicative language teaching. The different mental processes of novice and expert problem-solving are discussed. |
(Social) Constructivism | This theory focuses on learners constructing their own understanding, including rules and mental models, of new knowledge or phenomenon by activating and reflecting on their prior knowledge. | Active learning is prioritized. Learning is enhanced through social interaction. Authentic and real-world problems are employed. |
Constructionism | This theory, based on constructivism, holds that learning is most effective when people actively construct tangible objects in the real world. | Project-based learning is prioritized. Students learn by doing (making). Artifacts are constructed. |
Pedagogical Approach | Description in the Context of Teaching AI |
---|---|
Direct instruction | Teachers present the target knowledge through lectures, videos, and demonstrations. |
Hands-on activity only | Students experience or explore tools and materials but are not involved in the construction of them. |
Interactive learning | Students engage in part of the construction of the AI or ML process, but they cannot necessarily define their own projects or problems. |
Collaborative learning | Students conduct group work or paired work |
Inquiry-based learning | Students set their own learning goal, ask their own questions, and attempt to solve problems. However, they do not necessarily actually construct artifacts or products. |
Game-based learning | Students learn through educational games. |
Participatory learning | Students interact with their peers and experiment with different roles. |
Project-based learning | Students learn by participating in the development of a project, typically involving artifact construction with the objective of solving a real-life problem. |
Design-oriented learning | Students focus on the design element, with open-ended problems; children design their own projects instead of being assigned problems or projects. |
Experiential learning | Students experience, reflect, think, and act in the learning process. |
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Yue, M.; Jong, M.S.-Y.; Dai, Y. Pedagogical Design of K-12 Artificial Intelligence Education: A Systematic Review. Sustainability 2022, 14, 15620. https://doi.org/10.3390/su142315620
Yue M, Jong MS-Y, Dai Y. Pedagogical Design of K-12 Artificial Intelligence Education: A Systematic Review. Sustainability. 2022; 14(23):15620. https://doi.org/10.3390/su142315620
Chicago/Turabian StyleYue, Miao, Morris Siu-Yung Jong, and Yun Dai. 2022. "Pedagogical Design of K-12 Artificial Intelligence Education: A Systematic Review" Sustainability 14, no. 23: 15620. https://doi.org/10.3390/su142315620
APA StyleYue, M., Jong, M. S. -Y., & Dai, Y. (2022). Pedagogical Design of K-12 Artificial Intelligence Education: A Systematic Review. Sustainability, 14(23), 15620. https://doi.org/10.3390/su142315620