TY - GEN
T1 - Scratch for Sports
T2 - 37th AAAI Conference on Artificial Intelligence, AAAI 2023
AU - Kumar, Vishesh
AU - Worsley, Marcelo
N1 - Funding Information:
This material is based upon work supported by the National Science Foundation under Grant No. 2047693.
Publisher Copyright:
Copyright © 2023, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.
PY - 2023/6/27
Y1 - 2023/6/27
N2 - Culturally relevant and sustaining implementations of computing education are increasingly leveraging young learners' passion for sports as a platform for building interest in different STEM (Science, Technology, Engineering, and Math) concepts. Numerous disciplines spanning physics, engineering, data science, and especially Artificial Intelligence (AI) based computing are not only authentically used in professional sports in today's world but can also be productively introduced to introduce young learners to these disciplines and facilitate deep engagement with the same in the context of sports. In this work, we present a curriculum that includes a constellation of proprietary apps and tools that we show to student athletes learning sports like basketball and soccer which use AI methods like pose detection and IMU-based gesture detection to track activity and provide feedback. We also share Scratch extensions which enable rich access to sports related pose, object, and gesture detection algorithms that youth can then tinker around with and develop their own sports drill applications. We present early findings from pilot implementations of portions of these tools and curricula, which also fostered discussion relating to the failings, risks, and social harms associated with many of these different AI methods - noticeable in professional sports contexts, and relevant to youths' lives as active users of AI technologies as well as potential future creators of the same.
AB - Culturally relevant and sustaining implementations of computing education are increasingly leveraging young learners' passion for sports as a platform for building interest in different STEM (Science, Technology, Engineering, and Math) concepts. Numerous disciplines spanning physics, engineering, data science, and especially Artificial Intelligence (AI) based computing are not only authentically used in professional sports in today's world but can also be productively introduced to introduce young learners to these disciplines and facilitate deep engagement with the same in the context of sports. In this work, we present a curriculum that includes a constellation of proprietary apps and tools that we show to student athletes learning sports like basketball and soccer which use AI methods like pose detection and IMU-based gesture detection to track activity and provide feedback. We also share Scratch extensions which enable rich access to sports related pose, object, and gesture detection algorithms that youth can then tinker around with and develop their own sports drill applications. We present early findings from pilot implementations of portions of these tools and curricula, which also fostered discussion relating to the failings, risks, and social harms associated with many of these different AI methods - noticeable in professional sports contexts, and relevant to youths' lives as active users of AI technologies as well as potential future creators of the same.
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M3 - Conference contribution
AN - SCOPUS:85168240685
T3 - Proceedings of the 37th AAAI Conference on Artificial Intelligence, AAAI 2023
SP - 16011
EP - 16016
BT - AAAI-23 Special Programs, IAAI-23, EAAI-23, Student Papers and Demonstrations
A2 - Williams, Brian
A2 - Chen, Yiling
A2 - Neville, Jennifer
PB - AAAI Press
Y2 - 7 February 2023 through 14 February 2023
ER -