Forum Replies Created
-
AuthorPosts
-
I really like the “Imposter Test” because it gives the pupils a clear, hands-on demonstration of the exact moment a machine learning model fails.
This test supports age-appropriate literacy by turning abstract data limitations into a concrete visual mistake that primary school children can easily understand.
If the model is only trained on limited images, how accurate would it be at recognizing different images?
For a practical extension, challenge the pupils to trick their models and then update the training dataset to fix the error.
-
This reply was modified 3 months, 3 weeks ago by
Meabh Mc Donough.
-
This reply was modified 3 months, 3 weeks ago by
Meabh Mc Donough.
Class Stage: fourth class.
Curriculum Area and Learning Intention
Curriculum Area: STEM (Science and Technology).Learning Intention: Learn how computers group Australian animals by features, and why humans must check AI work.
The concepts are classification and training data. AI recognizes animals by looking for patterns in features like color, size, and shape. Humans must label these features first.
Short Activity Outline
Pupils explore the Minecraft Australian Wildlife world to see native animals. Next, we run a classroom activity called Train the Ranger AI. We list strict rule-based features to tell a kangaroo apart from a wallaby.
Finally, we test our rules with a picture of a quokka to see if the AI makes an error.Critical Question
“If we only train our AI with photos taken in bright sunlight, will it still recognize a koala at night?”We cannot blindly trust AI for school research. Computers rely on human data, so human experts must always double-check the final output.
Pupils use “True or False” paddles during the quokka test to support critical thinking. They must state one specific visual feature to prove why the AI was right or wrong.
Pupils draw a “Robot Ranger” in their copies to gather evidence of learning. They write two short sentences below it. One explains the data the robot needs, and one explains why human supervision is required.
I really like how this game is in six parts. Pausing gives the pupils the chance to actually chat about what went wrong with the Agent and how they spotted errors, instead of just rushing through the game. This can help focus the children on their learning objectives of the lesson.
One practical tip would be to pair a confident Minecraft user with a beginner for partner play. These student experts can act as your tech support to help their peers with the basic controls.
-
This reply was modified 3 months, 3 weeks ago by
Meabh Mc Donough.
I chose CyberSafe: Bad Connection.
The lesson is about going through three different stories about peer pressure, figuring out who you can actually trust, and reporting anything that feels off. It’s all about building up your confidence to keep yourself and your friends safe online. You’ll practice spotting red flags, setting your own boundaries, and using safety tools like blocking and reporting. Most importantly, you’ll learn exactly when and how to tell a trusted adult.During the lesson, students navigate a simulated game narrative where an online stranger named Stray3r escalates dangerous requests for personal information and issues threats. The interactive format allows players to actively choose between risky behaviors or using critical platform safety features.
The core learning objectives focus on empowering students to identify online red flags, use block and report tools, and know exactly when to tell a trusted adult. Learners evaluate unfamiliar online relationships, understand the permanent consequences of their digital footprint, and learn to normalize open conversations about digital safety. Students can build the confidence necessary to protect themselves and keep their peer communities safe online.Support resources available are: student handouts containing safety response toolkits, knowledge checks, and exit tickets. Teachers also have access to administrative materials like the educator guide, presentation slides, and parent permission letters, while the game itself features built-in accessibility tools like visual text alternatives and Immersive Reader translation software.
Under the Irish Primary Curriculum Framework, this lesson links directly to the Wellbeing curriculum area in SPHE. The focus of learning centers on Media Education and Personal Safety, to help build digital resilience before children transition to post-primary school. The lesson brings the core message of the national Stay Safe programme to life by explicitly teaching children how to recognize manipulation, set firm digital boundaries, and confidently seek help from a trusted adult.
I would use the world as in to get them used to using Minecraft Education and to see how the lessons go initially. As they became more familiar with using the game, I would adjust based on their needs.
July 14, 2026 at 9:30 pm in reply to: Module 3 – Game Design with MakeCode Arcade and Curriculum Integration #260677This was hard! I enjoyed your game a lot.
<span style=”font-weight: 400;”>I like how the game connects to your learning objective of local pollinators. </span>
<span style=”font-weight: 400;”>My practical improvement would be to suggest adding code to keep score of how many flowers your pollinator collects in a certain time. </span>
July 14, 2026 at 9:25 pm in reply to: Module 3 – Game Design with MakeCode Arcade and Curriculum Integration #260673https://makecode.com/_CyPLPo6WybRJ
Game type = Timed catch/collect
Game title = Lady Bugz
Curriculum area and objective: Choose at least one curriculum area and write one clear learning objective for the game.
Curriculum Area: Digital Technologies / Computer Science (Game Design & Logic)
Learning Objective: Students will be able to design and code a conditional logic system in MakeCode Arcade to detect collisions between a player sprite (“Lady”) and target sprites (“Ladybugs”), automatically updating the game score and playing an audio cue upon detection.Simple storyboard:
In the forest, Lady Bugz must catch as many ladybugs as she can in 30 seconds. Move the sprite left and right to collect bugs. Each ladybug is one point.Computational Thinking Process: Decomposition
Process Used: Decomposition
To build “Lady Bugz,” the ultimate goal of “making a game” was too broad to code all at once. The project was broken down into three distinct, independent micro-tasks: setting up the player controls, spawning the ladybug items on a timer, and creating the collision logic for points. Solving each small part one by one made the entire program simple to construct.July 14, 2026 at 3:48 pm in reply to: Module 2 – Introduction to Coding with MakeCode Micro:bit #260471I thought the funeral music at the sad face was funny.
I think this project can promote computational thinking by showing students that code does not only run line by line but that certain triggers activate different reactions.
One way to strengthen the link to science also would be to involve the use of sensors. Covered sensors in darkness is when the hamster is sleeping, as they are usually nocturnal.
And one assessment idea could be a ‘Bug-Hunt’ worksheet for debugging code in the hamster’s habitat.
July 14, 2026 at 3:38 pm in reply to: Module 2 – Introduction to Coding with MakeCode Micro:bit #260457I watched the heart animation and the love meter tutorials and was inspired to create this idea.
Project: Digital Fortune Teller
This micro:bit project recreates a classic paper fortune teller combined with the randomized logic of a Magic 8-Ball. When the user triggers the program on start, it initiates an animation loop. This loop runs four times, visually simulating a paper fortune teller opening and closing while flashing the number eight on the LED grid in between movements. Once the opening and closing sequence completes, the user can press button A, and the program utilizes a random number generator to pick a value within a set range (0-8). You then match the selected number to its corresponding text fortune, which is on the screen, to reveal the answer.
https://makecode.microbit.org/_JwFYdz4vaJCJThis could link to maths with data mapping, recording answers of peers, as well as probability. A link with technology utilising a paper-to-digital design. Their creativity would be sparked as they can use this idea to inspire them to make their own digital recreations of other classic games.
July 14, 2026 at 2:00 pm in reply to: Module 1 – Foundations, Computational Thinking, Policy Context and SSE #260365I like your answer because of the strength of collaboration within your classroom.
I think your plan of developing their computational thinking is a great focus to have going forward, as it will help them in all different aspects of schooling.
I think the continual assessment in adjusting lessons to make them more efficient is great practice, and it has inspired me to remember to do the same.
July 14, 2026 at 1:54 pm in reply to: Module 1 – Foundations, Computational Thinking, Policy Context and SSE #260357One strength I have is making lessons enjoyable by using digital resources to consolidate information and to promote student engagement.
One area I would like to develop from the framework is ‘Help schools to develop a clear rationale for the embedding of digital technologies in teaching and learning and to inform infrastructure planning.’ I think that at the moment I am using digital resources for the enjoyment of the students, but I would like to make sure in the future that it is an informed practice, planned and as part of the digital learning plan that the school develops.
Measurable actions could include having a meeting to determine what needs investing in to improve within the school. I would also start Station teaching that is differentiated using digital resources to demonstrate how technology supports differentiation. -
This reply was modified 3 months, 3 weeks ago by
-
AuthorPosts