Introducing AI: Building the Basics

Video: Introducing AI: Building the Basics

Video summary

Animated video: 2 min 15 sec

• The video starts off by explaining that searching online for information used to be quite difficult, but today we can use Artificial Intelligence (or AI) technologies to help.

• The Chicken and Agent characters help to explain that AI is a technology created by people to help find solutions for big problems.

• The AI model is trained on huge amounts of information so that it can learn to spot patterns and make better and better predictions about what information usually goes together.

• The video reminds us that AI tools can make mistakes, so we always need to check what the AI tool is telling us.

• Finally, the video mentions that AI technology is very new and is changing and improving all the time.

This series was produced by Minecraft Education and Microsoft in collaboration with BBC Bitesize.

There are more Minecraft Education videos and resources on Bitesize for Teachers here.

Each video invites children on a journey alongside Chicken and Agent to explore the world of AI, and each is accompanied by curriculum links and teaching notes.

Minecraft Education’s AI Foundations program offers a set of learning materials and immersive games for building AI literacy, designed to empower students, educators, and families with a fundamental understanding of how AI works and how to use AI tools responsibly.

Teaching guide

Learning objectives

England Computing National Curriculum

  • I am learning how to use technology respectfully and responsibly.

  • I am learning to be discerning in evaluating digital content.

Education for a Connected World 2020: Managing Information Online

  • I can evaluate digital content and can explain how to make choices about what is trustworthy.

  • I can analyse information to make a judgement about probable accuracy, and I understand why it is important to make my own decisions regarding content.

Glossary

Artificial Intelligence (AI) TechnologyComputer programs and systems that can think, learn, make decisions and solve problems.
ModelA computer program that can spot patterns in large amounts of information.
PredictionsSmart guesses made by AI tools about what will most likely come next.
Training AIGiving an AI program a huge amount of information to help it learn.

Topic introduction and starters

Before the video

  • Children write down their own definitions of the words “artificial” and “intelligence” on a post-it note – these can be shared after the lesson as a display.

After the video

  • Go through the definitions noted down before watching and correct any misconception.

  • Clarify any other new vocabulary - focus on words that have a different meaning when used in Computing, for example “model” and “training”.

Discussion points

  • Is Artificial Intelligence cleverer than humans?

  • Does AI always get things right - is it always accurate?

  • What kind of problems could we use AI to help us solve?

  • What types of AI tools do you know about already?

Further questions to research

  • How much information is used to train an AI model?

  • Can AI beat humans at games like chess?

Activities

What category?

Training game

  • Use a collection of images of a range of familiar items and ask children to sort them into categories giving reasons for their choices. Explain that this is a bit like training an AI model with data.

  • Introduce a new image and ask children to decide (with reasons) what category it should be placed in. For example: put all images of cats into a ‘cat’ category, then sub-divide into wild cats (tigers and lions) and pets.

  • Which category would a small striped pet cat be put into – tigers or pets? Venn diagram hoops could be used to help with sorting.

What comes next?

Predictive text jigsaw game

  • In this activity pupils are acting as a trained AI model as they have already ‘learned’ the information or data.

  • Cut up a familiar text that uses a pattern (nursery rhyme, set of school rules, repetitive story or song) into opening phrases and ending words, for example: “Humpty Dumpty sat on a…” and “wall” “fall” “men” “again”.

  • Alternatively create a digital version to share on a class whiteboard.

  • Pupils then try and recreate each line or phrase by predicting what might come next and fitting the most likely word on the end of the phrase.

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