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30 Minutes to Introduce AI to Kids

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30 Minutes to Introduce AI to Kids

Heloisa Candello, Mauro Pichiliani, Claudio Pinhanez, Mairieli Wessel


IBM Research Brazil
Rua Tutóia 1157
São Paulo, SP, Brazil

Abstract there are significant efforts to address the development of


guidelines and resources to provide further directions for
This paper addresses the challenge of designing a sci- formal learning (Touretzky et al. 2019; Burgsteiner, Kandl-
ence museum experience for a group of children which
should learn basic concepts about AI in a 30-minute en-
hofer, and Steinbauer 2016). Examples of previous work in
gaging, hands-on, playful session coordinated by a mu- the intersection of informal learning places and technologies
seum guide. The experience is designed to make them are (Ciolfi 2018; Cafaro, Vilhjálmsson, and Bickmore 2016;
comprehend that AI systems are built from and by peo- Burgard et al. 1998; Bickmore, Pfeifer, and Schulman 2011),
ple, and materialized in a series of activities where the and museum AI exhibitions that are hands-on although do
children improve the abilities of three AI-powered talk- not focus on teaching AI concepts in action (Shiomi et
ing heads which compete in a science trivia game. al. 2006; Laumond, Vidal, and Boutin 2018; Dittmann and
Lange 2018). In this work we focus on an AI exhibition for
informal learning in a museum space.
Introduction and Context
In the first months of 2018 one of the biggest science muse- Which AI Concepts are Essential to Kids?
ums in Latin America started planning a new exhibit which
could introduce Artificial Intelligence (AI) to children. A The initial work of the design team was to decide which
partnership was established with the IBM Research labora- subset of AI concepts would be the focus the physical ex-
tory in Brazil which had not only the expertise in AI but also hibit and the guided visit. For most of the children visit-
previous experience with interactive art work using modern ing the museum, the experience would be their first contact
AI techniques (Candello et al. 2019b). This paper presents with basic concepts of AI, and for many, the only moment in
and discusses key design decisions made during the partner- the next years where such ideas would be actually explored.
ship regarding what would be explored with the kids and The majority of the schools who visit the museum are from
how that it would be best done. poor neighborhoods with no computer science, fab-maker or
The science museum has hundreds of exhibit covering sci- robotics laboratory.
ence and technology topics, with content and language fo- The team explored different ideas for the key thematic
cused on K-12 children. It receives more than half million axes of the exhibit, including a history of AI, how neural
visitors each year, including about 40 schools groups every networks work, how AI may transform human life and so-
day. Each of these school groups explores the museum in a ciety, and issues of bias and privacy. This work eventually
set of 45-minute sessions where a museum guide performs converged to a key question: what people should know about
deep-dive activities around a particular exhibit. AI to inform their decisions about its use in society? In other
The fundamental challenges posed to the team were: words, the exhibit was to be centered around the minimum
(1) to choose the subset of key ideas and concepts to explore understanding of AI technology which could enable citizens
with the children; and (2) to create an engaging, playful ex- to make better decisions about how AI should affect the soci-
perience which would construct those fundamental concepts ety they live, and specially, to question the black-box nature
with the kids. A large space of about 50 m2 was made avail- of many AI system.
able and an initial determination was made to focus on kids Based on this guidance, some key themes surfaced:
who could already read and write. (1) AI systems are based on knowledge acquired from hu-
Recent work in K-12 AI education has explored how man beings through examples; (2) AI systems do not know
children learn AI concepts based on the exposure to so- everything and make mistakes; and (3) AI systems are cor-
cial AI companions (Williams et al. 2019; Sakulkueakul- rected and improved by human beings. In summary, children
suk et al. 2018), and the perception of machine intelli- shall leave the exhibit having a sense that an AI system is
gence (Williams, Park, and Breazeal 2019). Furthermore, not a perfect, magic black box which solves problems bet-
ter than people, but in fact that AI mimics the imperfection
Copyright c 2019, Association for the Advancement of Artificial of human beings and of our society, and therefore should be
Intelligence (www.aaai.org). All rights reserved. questioned and controlled by its citizens.
Creating an AI Exhibit for a Science Museum
The actual design task was to cover those key themes in
only 30 minutes since in practice 15 minutes of the 45-
minute session is used for moving and organizing the chil-
dren. Moreover, the experience should be playful, engaging,
and hands-on, following an active learning approach.
From this perspective, several field studies were per-
formed with visitors, museum guides, managers, technical
staff, and educational curators. First, observational studies
in the wild aimed to capture the everyday dynamic of visi-
tors’ actions, and how they made accountable their interac-
tions with museum technology to others (friends and fami-
lies). In these studies, visitors answered semi-structured in-
terviews unpacking and explaining their impressions and ac- Figure 1: Design sketch of the exhibit space.
tions which were observed by researchers during the day.
We also conducted focus group sessions with managers,
curators, technical staff, and educational curators to capture ing the heads take turns answering. In each question one
which science topics would be relevant to explore in the ex- of the talking heads acknowledges not being good at the
hibition, insights about the everyday challenges of children question topic.
interaction with the museum technologies available in the 3. Quick tutorial: The museum guide explains how the
museum, its purpose, and maintenance issues. talking heads work, which is by matching the question
Additionally, we carry out a number of activities with asked to previously stored examples, following the intent-
the museum guides, since they are the subject matter ex- action model often used in commercial dialogue systems
perts (SME) of the science museum topics. The activities such as IBM Watson Assistant. The guide then tells the
include: (1) Observational studies to capture the way vis- children that they can improve the talking heads perfor-
itors rely on them to deliver information; (2) Collaborative mance by providing more examples and shows them how
sessions (Candello et al. 2019c); (3) Participatory design fic- do that using the interface on the touch displays.
tions (Candello et al. 2019a) to unveil their expectations on
4. Children improve the talking heads: Each of the 3
how to teaching science topics to AI systems; (4) Learning
groups of children works on one of the touch displays
sessions on how to create conversational AI systems with
to provide more examples and improve the performance
IBM Watson Assistant technology; and (5) Workshops for
of a particular head. They insert a new example and test
creating and tailoring the expected questions from visitors.
whether the talking head can then utter the right answer.
The design concept was generated based on those activi-
The talking head give feedback to the kids when they
ties and on brainstorm sessions with museum curators, and
manage to improve its performance with the new infor-
technical and educational staff from the museum. Planned
mation provided by them.
participatory design activities with children will also shape
the tone and result before opening the exhibition in 2020. 5. Trivia game with the improved talking heads: The
guide engages the 3 talking heads again in the trivia game,
An AI Learning Experience for Citizens asking the questions the kids worked on. The performance
of talking heads improves noticeably.
The result of the design process was an experience which,
although focused on the citizen themes discussed before, 6. Final discussion: The guide congratulates all teams about
also contemplated some historical aspects. The exhibit space the great work they did teaching the talking heads and dis-
resembles, in many aspects, the famous AI event of 2011 cusses with the children some of the ideas learned. Then
where a computer defeated two world champions in the TV the children are dismissed from the exhibit and taken to
trivia game Jeopardy. In the space (see Figure 1), three talk- the next session.
ing heads compete in a trivia game about science topics the As we see, the children’s experience is geared towards
children have just learned about in their visit to the museum. making them understand, by doing, that the knowledge ex-
During the game, the children see some of the talking heads hibited by the talking heads comes in fact from people like
being unable to answer some questions. Then the children them, that the heads make mistakes, and that human beings
are invited to improve the AI system of the talking heads by are required to improve the head’s behavior.
working on 3 touch displays, each connected to one of the
talking heads. Here is a basic description of the experience: Final Words
1. Introduction: Children are assembled in groups around We are currently in the process of developing and deploying
the touch displays and the museum guide introduces the the exhibit, working with software developers, scenic and
term Artificial Intelligence, connecting to devices and visual design artists, and museum personnel. Some prelimi-
apps commonly used by children. nary tests with children are being conducted to validate some
2. First trivia game: The guide engages the 3 talking heads of the key assumptions of the experience and of the interface.
in a science trivia game by asking questions and observ- We expect to have the exhibit up and running in early 2020.
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