Facilitating Artificial Intelligence Learning for School Students

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FACILITATE – AI: Guidelines for facilitating the learning of Artificial
Intelligence (AI) by School Students of Grades 7-12
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
This project has been funded with support from the European Commission.
This PowerPoint reflects the views only of the author, and the Commission
cannot be held responsible for any use which may be made of the
information contained herein.
 
 
 
Funded by the European Union. Views and opinions expressed are however those of the
author(s) only and do not necessarily reflect those of the European Union or the European
Education and Culture Executive Agency (EACEA). Neither the European Union nor
EACEA can be held responsible for them.
 
C1 Training course:
 Innovation - Creativity –
Entrepreneurship
 
Result 1, A1/T1
Module Number and Area/ Topic: 
Innovation - Creativity - Entrepreneurship
Module owners:
 
USH 
, IT-School
Coordinator Costin Lianu
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Introduction and Broad Description of the Context and
Goal of the area/ topic addressed
:
 
This module will provide introductory knowledge on basic aspects on how AI can be used for
the innovation management system underpinning the design, and the development of
innovative products as well as the understanding of its importance in the context of the
other activities of business management.
 
Learning outcomes
 and 
learning objectives
 :
 
Part 1- Introduction to AI Innovation
Part 2-  Conducting market researches in AI field
Part 3- Developing 
Business oriented education
Part 4-
 Digitalization through Innovation ecosystems and technology transfer within Clusters
and strategic alliances
Part 5 -  
Creation and Development of Start ups
Case study presentation
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Learning Objectives
 
Understanding the need for innovation, its role at the company and society level and the
strategic framework for innovation
Understanding what is creativity, invention and innovation in order to make the
difference
Understanding the power of cooperation
Acquisition of basic knowledge on innovation management at the level company;
Knowledge of techniques and methods to stimulate creativity and innovation;
Acquiring some basic notions regarding property management intellectuals;
Understanding the basics of innovative projects and transfer technological;
Mastering the operation of innovation management by identifying leaders, innovative teams
and innovative networks;
Knowledge of innovation management tools and techniques
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Learning Outcomes
 
Master its own  creativity in an AI environment
Learn how to protect ideas and how to cooperate
Learning the steps to move from creativity to experiments and applied research
Research, development, innovation
Developing skills for conducting experiments
Entrepreneurial development, business acceleration
Business oriented education
Innovation ecosystems and technology transfer
Clusters and strategic alliances and applied
Creation and Development of Start ups
Digital transofmation base on AI
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Partners
 
Partnerships with the associative structures of the business environment - through which was created
the appropriate cooperation between academia and entrepreneurship, involving associative structures
of business. This partnership led to the creation of a Knowledge Transfer Center;
The program Meet the Markets/ 
Joint Business Support
 concept – organizes events, conferences,
workshops, B2B contacts, debates on thematic areas of maximum interest in order to develop
entrepreneurial skills and performance.
Partnership protocols with associations, clusters and companies – in order to create and develop an
appropriate framework for long-term cooperation patterns with companies and associations, so that
they benefit from increased assistance from our center.
USH Pro Business actively contributed to the creation of clusters and it is member of the following
cluster type structures: Bio Danubius, Bio Concept Valea Prahovei, Danube Furniture Cluster, Danube
Engineering Hub, CERMAND (Cluster for Renewable Energy in the Black Sea and Danube), Smart
Alliance, Wallachia eHub, Dual Use Cluster.
The University has organized an interprofessional association  INTER-BIO for organic farming
producers.
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Instruments/ Tools/ Supporting Material/ Resources
 
Intel Skills for Innovation
 (SFI)
OECD Conceptual Learning Framework
UNESCO Digital Library Technological Innovation in Education (2022-
2025)
Childhood Education on AI
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
L
earning Objectives
• Understanding the need for innovation, its role at the company and society level and the strategic framework for innovation
Understanding what is creativity, invention and innovation in order to make the difference
Understanding the power of cooperation
• Acquisition of basic knowledge on innovation management at the level company;
• Knowledge of techniques and methods to stimulate creativity and innovation;
• Acquiring some basic notions regarding property management intellectuals;
• Understanding the basics of innovative projects and transfer technological;
• Mastering the operation of innovation management by identifying leaders, innovative teams and innovative networks;
• Knowledge of innovation management tools and techniques
Learning Outcomes
Master its own creativity in an AI environment
Learn how to protect ideas and how to cooperate
Learning the steps to move form creativity to experiments and applied research Research, development, innovation
Developing skills for conducting experiments
Entrepreneurial development, business acceleration
Business oriented education
Innovation ecosystems and technology transfer
Clusters and strategic alliancesand applied
Internationalization
Creation and Development of Start ups
Digitization
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Objectives and outcomes
 
Part I
 Introduction
1.“If you want to get more complexity, please
take first the basics” a college professor in
economics  some time ago
2. AI and the machine learning cannot replace
you (us) but can help you to innovate
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Mohit Joshi
 
:
  AI is useless in two significant ways: it has
no creativity and no capacity for compassion or love.
Rather, it’s “a tool to amplify human creativity.” His
solution? Those with jobs that involve repetitive or
routine tasks must learn new skills so as not to be left by
the wayside. Amazon even offers its employees money to
train for jobs at other companies.
Klara Nahrstedt
, a computer science professor at the
University of Illinois at Urbana–Champaign and director
of the school’s Coordinated Science Laboratory“;One of
the absolute prerequisites for AI to be successful in many
[areas] is that we invest tremendously in education to
retrain people for new jobs,”.
 
AI in our future life
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
1.
Most   definitions of innovation are pointing out to novelty or bringing something new (from
the Greek word from which it derived) or an improvement of something mostly recognizable
by the consumers in the market. Innovation often takes place through the development of
value added 
products
, processes, 
services
technologies
art works
 or 
business
models
 that innovators make available to 
markets
governments
 and 
society
. Innovation is
related to, but not the same as, 
invention
. innovation is more apt to involve the practical
implementation of an invention (i.e. new / improved ability) to make a meaningful impact in
a market or society, and not all innovations require a new invention.
2.
An 
innovator
 as person or organization has to have 
entrepreneurial skills
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
PART I 
Introduction , definitions (I)
 
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Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Introduction , definitions (II)
 
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described as a mind  process of making original associtions of ideas, metaphorizing, missing
knowledge elements identification, searching for solutions, making guesses, or formulating
hypotheses and other knowledge processes.Creativity in general is usually distinguished
from 
innovation
 in particular, where the stress is on implementation.
 
For example, the 
OECD
 and 
Eurostat
 state that "Innovation is more than a new idea or an
invention. An innovation requires implementation, either by being put into active use or by
being made available for use by other parties, firms, individuals or organisations New
knowledge on creartivity defines computation creativity : Jürgen Schmidhuber 
theory
 of
creativity postulates that creativity, curiosity, and interestingness are by-products of a
simple 
computational
 principle for measuring and optimizing learning progress
.
 
Imagine  
  
AI solution 
 able to
 manage environment for a certain purpose : personal, social,
ecosystem and try to make more indepth research case
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Introduction , definitions (III)
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Understand  the differences
 
 
 
 
 (What if? The machines
cannot answer these
question. You are on the
driving seat )
Tracing through examples the way AI:
1.As a creative mind (new ideas in
creating an app, game etc, screening
ideas etc)
2.  As a inventor (make a prototype of
game, of a solution etc)
3. As innovator (use AI to test possible
consumer for a
game,algorithm,solutions, etc)
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Still ours,
computer
cannot do:
1.
Empathy
2.
Creativity
3.
Judgment
4.
Planning
5.
Physical skill
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Follow the pathway of a new
game using AI :
1.
Envision what do not exist
through googling, data
collection
2.
Imagine a new game and make
a prototype on the computer
3. validate you are unique base on
test and data interpretation
4. Test th epossible clients redi
ness to buy
 
 
Part 2- Basic roadmap  Conducting applied
researches in AI field, from creative minds to
invention and business application ( innovation)
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Main pathways to  AI driven innovation
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
General management of innovation based on 
AI
 innovations is already mainstream
 the use of artificial intelligence technologies in the process of innovation." Positioned on the rise of an
innovation trigger, we believe, AI-driven innovation is considered to hold potentially transformative means to
“drive high-impact innovation at scale through the discovery of new ideas and rapid progress through the
innovation pipeline
”. Gartner says
, “this suggests that the innovation management technique will enable new
ways of doing business across industries, resulting in significant shifts in industry dynamics.”
 
Specific AI innovation solutions approach , as a innovation in the technical and computation  field itself
 
Computation power 
:For all of the technological progress in computing hardware, and the much debated
lifespan of Moore’s Law, computer performance is only one side of the picture.
Improved algorithms
: Behind the scenes a second trend is happening: Algorithms are being improved, so in
turn less computing power is needed. While algorithmic efficiency may have less of a spotlight, you’d
definitely notice if your trusty search engine suddenly became one-tenth as fast.
What I may be ? A new algorithm and computation techniques developer or enlighten
business or organizational transformer using AI   ?
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Option  :Technological readiness pathways
 
“Non-technological” innovation focuses on all the innovation activities of an
organization that are excluded from using technological new, including
organizational and marketing innovation
new or significantly amended forms of organization, business structures or
practices,” aimed at reducing costs, improving internal efficiency or
effectiveness and approaching markets and customers
 Marketing innovation emphasizes the implementation of new marketing
methods concerning significant changes in the promotion, packaging, or
placement of display products and product design and appearance, which is
not related to functional characteristics;
Imagine a non technological innovation in AI solutions (how to apply an
algorithm already developed in another field as an example)
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Non-technological option
(Innovation Process Optimization
Augmented Business Operations)
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
New technologies and market access
 
V
arious creativity techniques that have been proposed. These include approaches that have
been developed by both academia and industry:
Establishing purpose and intention
Building basic skills
Encouraging acquisitions of domain-specific knowledge
Stimulating and rewarding curiosity and exploration
Building motivation, especially internal motivation
Encouraging confidence and a willingness to take risks
Focusing on mastery and self-competition
Promoting supportable beliefs about creativity
Providing opportunities for choice and discovery
Developing self-management (metacognitive skills)
Teaching techniques and strategies for facilitating creative performance
Providing balance
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
 Creativity techniques
 
 
 provide a creativity-friendly, rich, imagination-fostering environment for young children. Researchers have seen
this as important because technology is advancing our society at an unprecedented rate and creative problem
solving will be needed to cope with these challenges as they arise In addition to helping with problem solving,
creativity also helps students identify problems where others have failed to do so.
Promoting  motivation and problem solving are two areas where educators can foster creativity in students.
Students are more creative when they see a task as intrinsically motivating, valued for its own sake. To promote
creative thinking, educators need to identify what motivates their students and structure teaching around it. Providing
students with a choice of activities to complete allows them to become more intrinsically motivated and therefore
creative in completing the tasks
Teaching students to solve problems that do not have well defined answers is another way to foster their
creativity. This is accomplished by allowing students to explore problems and redefine them, possibly drawing on
knowledge that at first may seem unrelated to the problem in order to solve it. In adults, mentoring individuals is
another way to foster their creativity.
[262]
 However, the benefits of mentoring creativity apply only to creative
contributions considered great in a given field,
  like AI
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
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It involves looking at familiar things with a fresh eye, examining problems with an open mind,
making connections, learning from mistakes and using imagination to explore new
possibilities.
The need to develop a shared language and understanding of creativity and its role across
every aspect of learning, teaching and continuous improvement was identified as a necessary
aim
[
and a set of four skills is used to allow educators to discuss and develop creativity skills
across all subjects and sectors of education – curiosity, open-mindedness, imagination and
problem solving.
Distinctions are made between creative learning (when learners are using their creativity
skills), creative teaching (when educators are using their creativity skills) and creative change
(when creativity skills are applied to planning and improvement).
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Pathways
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Mindset example of possible use cases in AI in
gamification
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Where you can innovate in non technological areas
using AI
 
-
university entrepreneurial centers practices
-
Clusters involvement
-
Linkages with colleges  networks
-
Using digital hubs
-
Connecting labs
-
Living labs initiatives
 
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
PART 3, ecosystems study cases
 
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-
Training the students minds in an entrepreneurial way about the market
value of AI technology adoption;
-
Successful business cases presentation of AI market deployments;
-
Successful use of AI in decision making (starting from daily examples how
marketers are suing AI for predicting consumer behaviour)
-
Open the school to manager
-
Competence knowledge
-
Enhance entrepreneurial motivation
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
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Importance of clustering and networking in using AI
-
Collaborative model of learning to use networks , or be able to initiate
CoPs, structured dialogue based on roles ( to develop a simulated
solution : ideation, research, validation, road to market)
-
Trans
forming tacit knowledge into a group knowledge as a learning
pathway
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Networking and group angle
 
-
Recognize the topics and the role of AI
-
Using digital hubs to attract students job orientation
-
Connecting student with  Living labs initiatives
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Knowledge about digital transformation
 
Protection of: idea of the algorithm, algorithm its self, data design and collection
 but 
whilst an algorithm itself, in absent context, is too abstract to be patented, a
practical application of the algorithm may well be patentable. And this can be the
case even where the only difference between what is already known and your
new innovation is the algorithm itself.
It may differ form one country to another;
Collective protection vs individual protection;
Protection through innovation on the market is the surest pathway
Your digital/entrepreneurial  ecosystem may help to get more specific knowledge
The machine results as work of art are not protected
The machine cannot be considered an inventor
Imagine AI in music through this angle
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
IPR protection angle
 
Al
gorithms can be patented when they are used for a specific technical purpose:
digital image or video enhancement or analysis, e.g. detecting persons in a
digital image
speech recognition, e.g. mapping a speech input to a text output
determining the energy expenditure of a subject by processing data obtained
from physiological sensors
deriving the body temperature of a subject from data obtained from an ear
temperature detector
providing a genotype estimate based on an analysis of DNA samples, as well as
providing a confidence interval for this estimate so as to quantify its reliability
providing a medical diagnosis by an automated system processing physiological
measurements
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
Examples
 
Individual versus group teaching digital skills (AI
included)
All students can learn and succeed, but not in the same way and not in the same day” – William G. Spady
 
Pros for group
 
the group learning condition yielded better
grades than did the individual learning
condition, with a mean difference of
approximately fifteen percentage points.
(
https://rdw.rowan.edu/cgi/viewcontent.cgi?ar
ticle=2156&context=etd
)
It creates competition (Michelson)
 
Pros for individual
 
Individual work in an online setting should not
be considered loneliness. The student should
interact both with the instructor and with
those preparing the lesson
Faster identification of creative abilities
Individual learning may be more in depth
based on specific abilities and successful junior
achievements
 
Project Number: 2021-1-CY01-KA220-SCH-000032567
 
F
A
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I
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I
T
A
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Project Number: 2021-1-CY01-KA220-SCH-000032567
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In this project funded by the European Commission, guidelines are provided for facilitating the learning of Artificial Intelligence (AI) by school students in grades 7-12. The focus is on introducing students to AI innovation, creativity, and entrepreneurship, with learning outcomes covering AI in innovation management, market research, business education, digitalization, and startup development.


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  1. FACILITATE AI: Guidelines for facilitating the learning of Artificial Intelligence (AI) by School Students of Grades 7-12 Project Number: 2021-1-CY01-KA220-SCH-000032567 This project has been funded with support from the European Commission. This PowerPoint reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained herein. information contained herein. This project has been funded with support from the European Commission. This PowerPoint reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them. Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European

  2. C1 Training course: Innovation - Creativity Entrepreneurship Result 1, A1/T1 Module Number and Area/ Topic: Innovation - Creativity - Entrepreneurship Module owners: USH , IT-School Coordinator Costin Lianu Project Number: 2021-1-CY01-KA220-SCH-000032567

  3. Introduction and Broad Description of the Context and Goal of the area/ topic addressed: This module will provide introductory knowledge on basic aspects on how AI can be used for the innovation management system underpinning the design, and the development of innovative products as well as the understanding of its importance in the context of the other activities of business management. Learning outcomes and learning objectives : Part 1- Introduction to AI Innovation Part 2- Conducting market researches in AI field Part 3- Developing Business oriented education Part 4- Digitalization through Innovation ecosystems and technology transfer within Clusters and strategic alliances Part 5 - Creation and Development of Start ups Case study presentation Project Number: 2021-1-CY01-KA220-SCH-000032567

  4. Learning Objectives Understanding the need for innovation, its role at the company and society level and the strategic framework for innovation Understanding what is creativity, invention and innovation in order to make the difference Understanding the power of cooperation Acquisition of basic knowledge on innovation management at the level company; Knowledge of techniques and methods to stimulate creativity and innovation; Acquiring some basic notions regarding property management intellectuals; Understanding the basics of innovative projects and transfer technological; Mastering the operation of innovation management by identifying leaders, innovative teams and innovative networks; Knowledge of innovation management tools and techniques Project Number: 2021-1-CY01-KA220-SCH-000032567

  5. Learning Outcomes Master its own creativity in an AI environment Learn how to protect ideas and how to cooperate Learning the steps to move from creativity to experiments and applied research Research, development, innovation Developing skills for conducting experiments Entrepreneurial development, business acceleration Business oriented education Innovation ecosystems and technology transfer Clusters and strategic alliances and applied Creation and Development of Start ups Digital transofmation base on AI Project Number: 2021-1-CY01-KA220-SCH-000032567

  6. Partners Partnerships with the associative structures of the business environment - through which was created the appropriate cooperation between academia and entrepreneurship, involving associative structures of business. This partnership led to the creation of a Knowledge Transfer Center; The program Meet the Markets/ Joint Business Support concept organizes events, conferences, workshops, B2B contacts, debates on thematic areas of maximum interest in order to develop entrepreneurial skills and performance. Partnership protocols with associations, clusters and companies in order to create and develop an appropriate framework for long-term cooperation patterns with companies and associations, so that they benefit from increased assistance from our center. USH Pro Business actively contributed to the creation of clusters and it is member of the following cluster type structures: Bio Danubius, Bio Concept Valea Prahovei, Danube Furniture Cluster, Danube Engineering Hub, CERMAND (Cluster for Renewable Energy in the Black Sea and Danube), Smart Alliance, Wallachia eHub, Dual Use Cluster. The University has organized an interprofessional association INTER-BIO for organic farming producers. Project Number: 2021-1-CY01-KA220-SCH-000032567

  7. Instruments/ Tools/ Supporting Material/ Resources Intel Skills for Innovation (SFI) OECD Conceptual Learning Framework UNESCO Digital Library Technological Innovation in Education (2022- 2025) Childhood Education on AI Project Number: 2021-1-CY01-KA220-SCH-000032567

  8. Objectives and outcomes Learning Objectives Understanding the need for innovation, its role at the company and society level and the strategic framework for innovation Understanding what is creativity, invention and innovation in order to make the difference Understanding the power of cooperation Acquisition of basic knowledge on innovation management at the level company; Knowledge of techniques and methods to stimulate creativity and innovation; Acquiring some basic notions regarding property management intellectuals; Understanding the basics of innovative projects and transfer technological; Mastering the operation of innovation management by identifying leaders, innovative teams and innovative networks; Knowledge of innovation management tools and techniques Learning Outcomes Master its own creativity in an AI environment Learn how to protect ideas and how to cooperate Learning the steps to move form creativity to experiments and applied research Research, development, innovation Developing skills for conducting experiments Entrepreneurial development, business acceleration Business oriented education Innovation ecosystems and technology transfer Clusters and strategic alliancesand applied Internationalization Creation and Development of Start ups Digitization Project Number: 2021-1-CY01-KA220-SCH-000032567

  9. Part I Introduction 1. If you want to get more complexity, please take first the basics a college professor in economics some time ago 2. AI and the machine learning cannot replace you (us) but can help you to innovate Project Number: 2021-1-CY01-KA220-SCH-000032567

  10. Mohit Joshi : AI is useless in two significant ways: it has no creativity and no capacity for compassion or love. Rather, it s a tool to amplify human creativity. His solution? Those with jobs that involve repetitive or routine tasks must learn new skills so as not to be left by the wayside. Amazon even offers its employees money to train for jobs at other companies. Klara Nahrstedt, a computer science professor at the University of Illinois at Urbana Champaign and director of the school s Coordinated Science Laboratory ;One of the absolute prerequisites for AI to be successful in many [areas] is that we invest tremendously in education to retrain people for new jobs, . Project Number: 2021-1-CY01-KA220-SCH-000032567

  11. AI in our future life As innovators and entrepreneurs, in business As consumers In geo-politics In our health In reserch In climate change mitigation and Eath Health Project Number: 2021-1-CY01-KA220-SCH-000032567

  12. PART I Introduction , definitions (I) 1. Most definitions of innovation are pointing out to novelty or bringing something new (from the Greek word from which it derived) or an improvement of something mostly recognizable by the consumers in the market. Innovation often takes place through the development of value added products, processes, services, technologies, art works or business models that innovators make available to markets, governments and society. Innovation is related to, but not the same as, invention. innovation is more apt to involve the practical implementation of an invention (i.e. new / improved ability) to make a meaningful impact in a market or society, and not all innovations require a new invention. 2. An innovator as person or organization has to have entrepreneurial skills Project Number: 2021-1-CY01-KA220-SCH-000032567

  13. Introduction , definitions (II) process is a process within an overall engineering and product development process. It may be an improvement upon a machine or product or a new process for creating an object or a result. An invention that achieves a completely unique function or result may be a radical breakthrough. Such works are novel and not obvious to others skilled in the same field. An inventor may be taking a big step toward success or failure. An inventor is an entity that creates or discovers an invention. An inventor may not be a innovator .His main skills are not entrepreneurial word inventor comes from the Latin verb invenire, invent-, to find. Although inventing is closely associated with science and engineering, inventors are not necessarily engineers or scientists but also other types of creative minds like artists. Due to advances in artificial intelligence, the term "inventor" no longer exclusively applies to an occupation but also to group predictions combining human computing and coding with digital computing. An invention is a unique or novel mechanism, method, composition or process. The invention but technical or scientifical. The Project Number: 2021-1-CY01-KA220-SCH-000032567

  14. Introduction , definitions (III) Creativity on the other hand involves the production of novel, useful products based more on individual talent, beein the mostly focussed on individual skill or something original and usufull whcih a single mind can develop described as a mind process of making original associtions of ideas, metaphorizing, missing knowledge elements identification, searching for solutions, making guesses, or formulating hypotheses and other knowledge processes.Creativity in general is usually distinguished from innovation in particular, where the stress is on implementation. For example, the OECD and Eurostat state that "Innovation is more than a new idea or an invention. An innovation requires implementation, either by being put into active use or by being made available for use by other parties, firms, individuals or organisations New knowledge on creartivity defines computation creativity : J rgen Schmidhuber theory of creativity postulates that creativity, curiosity, and interestingness are by-products of a simple computational principle for measuring and optimizing learning progress. Imagine AI solution able to manage environment for a certain purpose : personal, social, ecosystem and try to make more indepth research case Project Number: 2021-1-CY01-KA220-SCH-000032567

  15. Understand the differences Tracing through examples the way AI: 1.As a creative mind (new ideas in creating an app, game etc, screening ideas etc) 2. As a inventor (make a prototype of game, of a solution etc) 3. As innovator (use AI to test possible consumer for a game,algorithm,solutions, etc) Creativitity Inventions Innovation (What if? The machines cannot answer these question. You are on the Project Number: 2021-1-CY01-KA220-SCH-000032567 driving seat )

  16. Still ours, computer cannot do: 1.Empathy 2.Creativity 3.Judgment 4.Planning 5.Physical skill Project Number: 2021-1-CY01-KA220-SCH-000032567

  17. Follow the pathway of a new game using AI : 1. Envision what do not exist through googling, data collection 2. Imagine a new game and make a prototype on the computer 3. validate you are unique base on test and data interpretation 4. Test th epossible clients redi ness to buy Project Number: 2021-1-CY01-KA220-SCH-000032567

  18. Part 2- Basic roadmap Conducting applied researches in AI field, from creative minds to invention and business application ( innovation) Project Number: 2021-1-CY01-KA220-SCH-000032567

  19. Main pathways to AI driven innovation the use of artificial intelligence technologies in the process of innovation." Positioned on the rise of an innovation trigger, we believe, AI-driven innovation is considered to hold potentially transformative means to drive high-impact innovation at scale through the discovery of new ideas and rapid progress through the innovation pipeline . Gartner says, this suggests that the innovation management technique will enable new ways of doing business across industries, resulting in significant shifts in industry dynamics. General management of innovation based on AI innovations is already mainstream Specific AI innovation solutions approach , as a innovation in the technical and computation field itself Computation power :For all of the technological progress in computing hardware, and the much debated lifespan of Moore s Law, computer performance is only one side of the picture. Improved algorithms: Behind the scenes a second trend is happening: Algorithms are being improved, so in turn less computing power is needed. While algorithmic efficiency may have less of a spotlight, you d definitely notice if your trusty search engine suddenly became one-tenth as fast. What I may be ? A new algorithm and computation techniques developer or enlighten business or organizational transformer using AI ? Project Number: 2021-1-CY01-KA220-SCH-000032567

  20. Option :Technological readiness pathways Project Number: 2021-1-CY01-KA220-SCH-000032567

  21. Non-technological option (Innovation Process Optimization Augmented Business Operations) Non-technological innovation focuses on all the innovation activities of an organization that are excluded from using technological new, including organizational and marketing innovation new or significantly amended forms of organization, business structures or practices, aimed at reducing costs, improving internal efficiency or effectiveness and approaching markets and customers Marketing innovation emphasizes the implementation of new marketing methods concerning significant changes in the promotion, packaging, or placement of display products and product design and appearance, which is not related to functional characteristics; Imagine a non technological innovation in AI solutions (how to apply an algorithm already developed in another field as an example) Project Number: 2021-1-CY01-KA220-SCH-000032567

  22. New technologies and market access Project Number: 2021-1-CY01-KA220-SCH-000032567

  23. Creativity techniques Various creativity techniques that have been proposed. These include approaches that have been developed by both academia and industry: Establishing purpose and intention Building basic skills Encouraging acquisitions of domain-specific knowledge Stimulating and rewarding curiosity and exploration Building motivation, especially internal motivation Encouraging confidence and a willingness to take risks Focusing on mastery and self-competition Promoting supportable beliefs about creativity Providing opportunities for choice and discovery Developing self-management (metacognitive skills) Teaching techniques and strategies for facilitating creative performance Providing balance Project Number: 2021-1-CY01-KA220-SCH-000032567

  24. The eduactional side for creativity this as important because technology is advancing our society at an unprecedented rate and creative problem solving will be needed to cope with these challenges as they arise In addition to helping with problem solving, creativity also helps students identify problems where others have failed to do so. Promoting motivation and problem solving are two areas where educators can foster creativity in students. Students are more creative when they see a task as intrinsically motivating, valued for its own sake. To promote creative thinking, educators need to identify what motivates their students and structure teaching around it. Providing students with a choice of activities to complete allows them to become more intrinsically motivated and therefore creative in completing the tasks Teaching students to solve problems that do not have well defined answers is another way to foster their creativity. This is accomplished by allowing students to explore problems and redefine them, possibly drawing on knowledge that at first may seem unrelated to the problem in order to solve it. In adults, mentoring individuals is another way to foster their creativity.[262]However, the benefits of mentoring creativity apply only to creative contributions considered great in a given field, like AI provide a creativity-friendly, rich, imagination-fostering environment for young children. Researchers have seen Project Number: 2021-1-CY01-KA220-SCH-000032567

  25. Pathways It involves looking at familiar things with a fresh eye, examining problems with an open mind, making connections, learning from mistakes and using imagination to explore new possibilities. The need to develop a shared language and understanding of creativity and its role across every aspect of learning, teaching and continuous improvement was identified as a necessary aim[and a set of four skills is used to allow educators to discuss and develop creativity skills across all subjects and sectors of education curiosity, open-mindedness, imagination and problem solving. Distinctions are made between creative learning (when learners are using their creativity skills), creative teaching (when educators are using their creativity skills) and creative change (when creativity skills are applied to planning and improvement). Project Number: 2021-1-CY01-KA220-SCH-000032567

  26. Mindset example of possible use cases in AI in gamification creativity invention facilitating AI tools for developing creative mindset to the student innovation using AI to transform idea into an invention and an IPR using AI to implement inventions, to acces the markets Ex: create a new game based on your skills using computational technics Ex: based on AI develop content and IPR control on the game Ex. based on AI develop a new product (app) of the game on a digital platform and make revenues Project Number: 2021-1-CY01-KA220-SCH-000032567

  27. Where you can innovate in non technological areas using AI Project Number: 2021-1-CY01-KA220-SCH-000032567

  28. PART 3, ecosystems study cases - university entrepreneurial centers practices - Clusters involvement - Linkages with colleges networks - Using digital hubs - Connecting labs - Living labs initiatives Project Number: 2021-1-CY01-KA220-SCH-000032567

  29. Entrepreneurial angle University experience) - Training the students minds in an entrepreneurial way about the market value of AI technology adoption; - Successful business cases presentation of AI market deployments; - Successful use of AI in decision making (starting from daily examples how marketers are suing AI for predicting consumer behaviour) - Open the school to manager - Competence knowledge - Enhance entrepreneurial motivation entrepreneurial centers practices (USH ProBusiness Project Number: 2021-1-CY01-KA220-SCH-000032567

  30. Networking and group angle Clusters involvement - Importance of clustering and networking in using AI - Collaborative model of learning to use networks , or be able to initiate CoPs, structured dialogue based on roles ( to develop a simulated solution : ideation, research, validation, road to market) - Transforming tacit knowledge into a group knowledge as a learning pathway Project Number: 2021-1-CY01-KA220-SCH-000032567

  31. Knowledge about digital transformation - Recognize the topics and the role of AI - Using digital hubs to attract students job orientation - Connecting student with Living labs initiatives Project Number: 2021-1-CY01-KA220-SCH-000032567

  32. IPR protection angle Protection of: idea of the algorithm, algorithm its self, data design and collection but whilst an algorithm itself, in absent context, is too abstract to be patented, a practical application of the algorithm may well be patentable. And this can be the case even where the only difference between what is already known and your new innovation is the algorithm itself. It may differ form one country to another; Collective protection vs individual protection; Protection through innovation on the market is the surest pathway Your digital/entrepreneurial ecosystem may help to get more specific knowledge The machine results as work of art are not protected The machine cannot be considered an inventor Imagine AI in music through this angle Project Number: 2021-1-CY01-KA220-SCH-000032567

  33. Examples Algorithms can be patented when they are used for a specific technical purpose: digital image or video enhancement or analysis, e.g. detecting persons in a digital image speech recognition, e.g. mapping a speech input to a text output determining the energy expenditure of a subject by processing data obtained from physiological sensors deriving the body temperature of a subject from data obtained from an ear temperature detector providing a genotype estimate based on an analysis of DNA samples, as well as providing a confidence interval for this estimate so as to quantify its reliability providing a medical diagnosis by an automated system processing physiological measurements Project Number: 2021-1-CY01-KA220-SCH-000032567

  34. Individual versus group teaching digital skills (AI included) All students can learn and succeed, but not in the same way and not in the same day William G. Spady Pros for group the group learning condition yielded better grades than did the individual learning condition, with a mean difference of approximately fifteen percentage points. (https://rdw.rowan.edu/cgi/viewcontent.cgi?ar ticle=2156&context=etd) It creates competition (Michelson) Pros for individual Individual work in an online setting should not be considered loneliness. The student should interact both with the instructor and with those preparing the lesson Faster identification of creative abilities Individual learning may be more in depth based on specific abilities and successful junior achievements Project Number: 2021-1-CY01-KA220-SCH-000032567

  35. FACILITATE AI Partners Project Number: 2021-1-CY01-KA220-SCH-000032567

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