Educational Approaches with AΙ in Primary School Settings: A Systematic Review of the Literature Available in Scopus
Abstract
:1. Introduction
2. Research Objectives and Questions
3. Methods
4. Results
4.1. Research Objectives
4.2. Learning Content
4.3. Learning Activity
4.4. Learning Outcomes
4.5. Pedagogy of Activity or AI Tool
5. Discussion and Implications
5.1. Relevance with Previous Systematic Reviews
5.2. Teachers’ Role and Skills
5.3. Suggestions
- Focus on teacher training programs and professional development of educators, according to their specific needs. Some topics of interest could be as follows:
- ○
- AI-assisted applications for various everyday class activities and routines;
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- Artificial intelligence, computational thinking, and machine learning basics;
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- Artificial intelligence implications and challenges like AI ethics and inclusivity;
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- AI implementations of platforms and tools, teaching methods and assessment, and curriculum design;
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- Teachers’ training should be remunerated, take place during working hours or on educational leave, to surpass any resistance or difficulties and enhance their positive view of technology, ensuring the ethical implementation of AI in preschool and primary school education.
- Further research is needed on implementing AI in preschool (ages 4 to 6) mostly, and primary school (ages 6 to 12), for teaching multiple subjects and addressing students’ individual needs.
- Research on implementing AI on various courses and student ages, e.g., adult education, musical instrument courses, AI literacy, history, differentiated learning approaches, and personalized feedback for the tutor and the learner.
- Examine the effectiveness of AI implementation in terms of pedagogical strategies and learning outcomes according to the student’s age.
- A theoretical framework and/or policy guidelines for successful AI implementation in educational settings could be developed so that teachers can rely on it to increase the adoption of such technologies in their classrooms.
5.4. Limitations and Future Recommendations
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
No. | Reference | Country/ Region | Research Aim | Learning Content | Learning Activity | Learning Outcomes | Pedagogy of Activity or AI Tool |
---|---|---|---|---|---|---|---|
1 | Andinia and Isnainiyah (2020) [33] | Indonesia | Virtual learning partner Natasha Bot for people with vision impairment disabilities | Questions about subjects in schools, presented in the form of guessing or trivia | Use the application and engage in a question-and- answer processing session with Natasha Bot | Addressing psychological aspects of learning for individuals with disabilities | Design thinking approach, problem-solving, and user-centered design to create innovative solutions |
2 | Barnard et al. (1988) [36] | Netherlands | Development of a computer-assisted instruction (CAI) program for open sentence mathematical problems | Elementary mathematics, open sentences in + and -, the identity of the unknown, and the operation sign | Use the CAI Program to diagnose students’ problem-solving strategies and misconceptions | Gain insight into problem-solving processes and improve competence in solving such problems | Adapt instruction to the level of individuals by diagnosing their existing knowledge and misconceptions |
3 | Bingi et al. (2021) [56] | India | Facilitate and evaluate learning among students by using AI-based education tools and humanoid | Stories from NCERT textbooks and environmental science topics from Wikipedia | Interactive learning activities with the humanoid NAO (listening, answering, receiving feedback) | Quality of social interaction; warmth, competence, discomfort, emotional response, feelings for robot | Active learning and assessment, interactive and engaging learning experiences |
4 | Chauca et al. (2023) [32] | Ecuador | Develop two applications as immersive environments for children with Down syndrome | Geometric figures recognition and classification and performing and recognizing numbers from 1 to 10 | Interact with the virtual environment using the Leap Motion Controller to engage with the applications | Recognition and classification of geometric figures and numbers. Improvement of fine motor skills | Immersive environments, interactive learning experiences, supervised learning |
5 | Chen et al. (2022) [41] | Taiwan | Improve imagination and drawing ability using a children’s digital art ability training system based on AI | Students’ cognition of chromatics and enhancement of students’ imagination and painting performance | Create work, recognize outline, match hue color, calculate color ratio, view actual AR paintings | Improvement in originality, flexibility, title abstractness, and total scores, imagination and painting performance | Emphasizing motivation, guide observation and thinking, encourage creation |
6 | Choi (2023) [22] | South Korea | Design, implementation, and effects of an elementary music creation class using AI-based music program | Tonality cognition, rhythm cognition, and melody cognition through the program | Use AI-based music program, Doodle Bach, to create music compositions | Improvements in music cognitive abilities, growth in ability to perceive rhythm, positive impact of sharing creative works and providing feedback | Incorporated AI as an active ‘media’ in the lesson to engage students and maintain interest in learning |
7 | Gupta et al. (2023) [54] | United States | Digital storytelling for interdisciplinary learning, science narratives that integrate CT skills | Physical science concepts and energy conversions, aligned with US science standards | Use learning environment, engage in problem-solving activities and create interactive science narratives | Proficiency in science concepts, CT, and story structure. Storytelling and problem-solving strategies | Problem-solving scenarios, interactive narratives, storytelling, physical science, and computational thinking |
8 | Huang (2021) [35] | China | Design and develop educational robot teaching resources using AI to enhance English teaching | Vocabulary teaching functions. Speech, meaning, example sentence, and unit of a word input by the user | Role-playing scenarios creation, vocabulary teaching, classroom interaction, Q and A, group discussions, cooperative games, word detection and consolidation, teaching review and knowledge carding | N/A | Innovative teaching, autonomous learning, interactive and dynamic learning experiences |
9 | Huh et al. (2022) [34] | South Korea | Develop a service design using AI voice agents to assist in independent toilet training | Using the toilet independently | Interact with an AI voice agent named Ddongddong to guide and support toilet training process | Developed problem-solving abilities and acquisition of new behaviors with behavioral shaping techniques | Interactive dialogues with the AI agent. The agent acts as a practical tool to provide reinforcement |
10 | Joo and Park (2022) [25] | South Korea | Development and application of an AI-based convergence education teaching–learning model, the CP3 | Sorting network algorithm, procedural thinking, sequential structures, and procedural thinking | Implementing the CP3 model, which consists of problem recognition, planning, and play stages | Computational thinking ability, higher satisfaction, interest, and engagement in the AI-based classes | Problem-solving with step-by-step computational thinking skills. Recognition, planning, and play stages |
11 | Kajiwara et al. (2023) [55] | Japan | Educational impact and changes in impressions of AI before and after role-playing of the ML process | ML process, AI decision criteria, math of ML, decision tree models, and classification results | Experience a machine learning role-playing game (ML-RPG) where they engage in tasks related to the ML process. | Understand ML, skills in perceiving, expressing, reasoning and learning, self-efficacy and acceptance of AI | Hands-on experiential learning through role-playing and interactive tasks |
12 | Khilmiyah and Wiyono (2023) [49] | Indonesia | Effectiveness of an android-based emotional and social intelligence assessment instrument (PKES) | Emotional and social intelligence aspects, through cognitive, affective, and psychomotor domains | N/A | Recognize, appreciate, manage self-emotions. Social responsibility and cooperation, respect and tolerate others | Use of experimental methods tailored to student interests, abilities, and learning experiences |
13 | Lai et al. (2023) [52] | China | Identify the influence of AIEd on adolescents’ social adaptability via social support | IT, general technology and programming courses, flat panel teaching, intelligent reading, assembling robots, 3D printing, Lego plug-ins, teaching boxes | N/A | N/A | N/A |
14 | Lee et al. (2019) [50] | Taiwan | Predict and analyze the attention levels of children aged 4–7 years old | N/A | N/A | N/A | N/A |
15 | Li et al. (2023) [24] | China | Construction of a design-based STEM + AI teaching model to cultivate computational thinking | AI robot courses (voice, text, automatic translation, companion, police, shopping guide, and accounting robot) | Focus on the creation of scenarios that lead to the design of tasks related to the intelligent learning partners | Ability to express, ability to question and ability to connect in the context of computational thinking | New knowledge, question asking, collaboration, model building, share and display evaluation feedback |
16 | Lin et al. (2023) [53] | China | AR-based contextualized dilemma discussion approach to foster students’ AI ethics and behavior | AI ethical dilemmas | Observe simulations, inquire about ethics, play different roles, explore AI issues in real-life contexts using AR | Understanding ability for complex AI ethical issues. Contextualized discussing and social interaction | Scenario simulations, in-depth inquiry, transfer learning stages, promote ethical reasoning skills |
17 | Ma et al. (2021) [28] | China | Design and implement a new teaching system for physical health promotion with “Internet +” and “Big data ML” | A user interest model based on DL algorithms, an optimization for health promotion model teaching | N/A | N/A | N/A |
18 | Mispa and Sojib (2020) [23] | Bangladesh | Robot Kiddo for Interactive Handwriting scenarios by providing a shared environment for writing | 100 basic shapes from elementary, grades 1 and 2 textbooks of the National Curriculum and Textbook | Children and Kiddo write simultaneously on a shared whiteboard | Handwriting and drawing skills. Motor mimicry and cognitive development | Interactive handwriting, collaborative hands-on learning by teaching, playful and engaging learning |
19 | Napierala et al. (2023) [29] | Germany | Develop and test teaching material that integrates AI and ML concepts | AI, ML, and decision trees in computer science, the structure and features of leaves in the biology section | Memory game to identify leaf types, create and test decision trees based on leaf features and unknown leaves | AI-ML, leaf types, decision-making. Communication, biological terms, interactive work, connecting to mathematics | Action-oriented learning and design-based research, hands-on activities, discussions, and reflections |
20 | Omokawa and Matsuura (2018) [51] | Japan | Development of student notions about life from their dialogs with the humanoid robot NAO | Focus on the theme of “What is life for me?” | Collaborative discussions, watch a movie about a care robot, pretend to be NAO, individual reflective writing | Interest in NAO’s mechanical functions. Empathy and emotional connections with NAO | Constructivist educational method, interactive and experiential learning |
21 | Pareto (2014) [45] | Sweden | Teachable agent and engagement in math, mathematical skills and performance | Basic arithmetic understanding, the base-10 number system, fundamental mathematical concepts | Play the teachable agent game and become a tutor to teach the agent, answering situation-specific questions | In-game knowledge to traditional mathematics, engagement, reflection, and explanation | Reflect on decisions, prompt self-explanation, support the transfer of knowledge, and provide a role model |
22 | Podpečan (2023) [38] | Slovenia | Physical embodiment, anthropomorphism and the emotional aspects in child–robot social interaction | Use of robotics, engineering, and artificial intelligence to engage students in STEM | Develop and demonstrate applications based on the main topic and programming techniques for NAO robot | N/A | Integration of social robots into education and tutoring |
23 | Salas-Pilco (2020) [47] | China | AI and robotics Impact on learning and teaching activities, physical, social–emotional, and intellectual | AI and robotics technologies to design and create advanced robotic models to solve community problems | Brainstorm solutions, select a key problem, develop a robotic project to address it, and present solutions | Imagining, devising, testing. Self-confidence, teaching, committing, social responsibility, and presenting | Design-based research, integrated analytical framework, hands-on learning, problem-solving |
24 | Shalileh et al. (2023) [31] | Russian Federation | Propose a robust AI-based solution to identify dyslexia in primary school pupils | N/A | N/A | N/A | N/A |
25 | Shamir and Levin (2021) [42] | Israel | Course scaffolds and course outcomes in terms of motivation to learn and understanding ML | Machine learning (ML) and the ‘machine learning process’ | Students construct an ML-based artifact using a novel programmable learning environment (PLE) | Increase in students’ understanding of AI concepts and the ML process | Constructionist learning method |
26 | Shi and Rao (2022) [30] | China | Propose and realize a novel ability-oriented STEAM graded teaching system for high-quality teaching | Cultivation of diversified abilities with the development of cognitive and non-cognitive skills | Project-based learning in real problem situations, cultivating abilities to solve practical problems | Autonomous learning, problem-solving, critical thinking. Responsibility, communication, cooperation | Reverse design based on the ability goal, project-based learning methods to achieve the desired STEAM abilities |
27 | Toivonen et al. (2020) [48] | Finland | Investigate the technical and pedagogical feasibility of Google Teachable Machine | Machine learning principles and design of ML-powered Applications using Google Teachable Machine | Conduct co-design workshops, innovate and design ML-powered applications with Google Teachable Machine | Understanding core ML concepts and practical knowledge for training an ML model and build applications | Children as designers and creators in learning process |
28 | Villegas-Ch. et al. (2022) [37] | Ecuador | Design and create an image recognition system to learn natural numbers between 0 and 9 | Recognition and writing of natural numbers 0–9 | The child acts as the tutor for the system, interacting with it to practice the numbers | Recognize, write, and understand numbers, comprehend the quantities associated with each number | Gamification for motivation and engagement, system as a teaching aid and tutor for guidance and feedback |
29 | Wang et al. (2022) [44] | Singapore | AI coach, developed for EFL learning, can support language learning following the CoI framework | English as a foreign language (EFL) | Students listen to sentences read by the AI coach, repeat them, and receive feedback on their pronunciation | Improved pronunciation, listening comprehension, vocabulary. L2 enjoyment, affection for AI | Personalized feedback, virtual intelligent teacher |
30 | Wang et al. (2023) [43] | China | Cluster and epistemic network analysis to provide insights for interaction with AI coach for EFL learning | English as a foreign language (EFL), improve speaking and listening skills, vocabulary learning | Interact with the AI coach for EFL learning, practice speaking and listening, as well as vocabulary learning | Deep, surface and organized approach to learning. L2 learning enjoyment, intrinsic and extrinsic motivation | Feedback, problem-solving, agentic exploration, different approaches, motivation |
31 | Weiwei (2022) [26] | China | Design an auxiliary teaching system for preschool education specialty courses based on AI | PE course resources, curriculum information and teaching guidance function modules | N/A | N/A | Using AI technology to improve the shortcomings of existing PE courses and enhance the teaching quality |
32 | Weng et al. (2020) [27] | Taiwan | Develop robotic quiz games for self-regulated learning | Mathematics, specifically designing math questions for the program and reviewing knowledge learned in class | Participate in math quiz games with the AI robot, Zenbo, to review and practice math concepts | Improvement of technology application ability, enhancement of problem-solving, increase in learning | Integration of educational robots to enhance learning of programming and support self-regulated learning |
33 | Williams et al. (2019) [39] | United States | Interaction with social robots to learn AI | Knowledge-based systems, supervised ML, algorithms’ basic functionality, edge cases and initialization | Children engage with the PopBots platform and answer multiple-choice questions | Understanding of AI, prediction and adjustment, perception of robots’ autonomy and limitations | Engagement in learning and empowerment to reflect on AI. Participatory learning and critical thinking |
34 | Wu and Yang (2022) [40] | Taiwan | AI science activities in informal curricula on students’ AI achievement in popular AI science activities | AI knowledge, coding, AI visual recognition chip applications, and problem-solving through programming | AI education activity based on the STEM learning conceptual framework and project-based learning | Enhanced learning results and creativity, work quality, computational thinking and problem-solving skills | Combination of lectures, hands-on exercises, group problem-solving activities |
35 | Wu et al. (2022) [46] | Taiwan | Attitude, motivation, and cognitive load on continuous learning intention in STEAM education | STEAM (Science, Technology, Engineering, Arts, Mathematics) concepts and AI concepts | Design an AI-based STEAM game that uses computer vision and controls a robot to play a game | Development of technical skills. Enhanced attitude, motivation, and continuous learning intention in STEAM | STEAM engagement, exploration, explanation, engineering, enrichment, and evaluation |
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Inclusion Criteria | Exclusion Criteria |
---|---|
Empirical studies (peer-reviewed) | Systematic reviews and meta-analyses |
Studies focusing on implementations of artificial intelligence (AI) in preschool and primary school (students aged 4 to 12) | Studies about AI literacy—teaching AI (except if teaching about AI occurred with the use of AI) |
Sample: children in the age range of 4 to 12 | Sample: only teachers and/or parents |
Scientific fields: computer science, social sciences, engineering, mathematics, psychology, physics and astronomy, decision sciences, arts and humanities, neuroscience, multidisciplinary, materials science, energy, Earth and planetary sciences, chemical engineering, environmental science, economics, econometrics and finance | Irrelevant scientific fields: biochemistry, genetics and molecular biology, business, management and accounting, health professions, medicine |
Written in English | All other languages |
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© 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
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Aravantinos, S.; Lavidas, K.; Voulgari, I.; Papadakis, S.; Karalis, T.; Komis, V. Educational Approaches with AΙ in Primary School Settings: A Systematic Review of the Literature Available in Scopus. Educ. Sci. 2024, 14, 744. https://doi.org/10.3390/educsci14070744
Aravantinos S, Lavidas K, Voulgari I, Papadakis S, Karalis T, Komis V. Educational Approaches with AΙ in Primary School Settings: A Systematic Review of the Literature Available in Scopus. Education Sciences. 2024; 14(7):744. https://doi.org/10.3390/educsci14070744
Chicago/Turabian StyleAravantinos, Spyridon, Konstantinos Lavidas, Iro Voulgari, Stamatios Papadakis, Thanassis Karalis, and Vassilis Komis. 2024. "Educational Approaches with AΙ in Primary School Settings: A Systematic Review of the Literature Available in Scopus" Education Sciences 14, no. 7: 744. https://doi.org/10.3390/educsci14070744
APA StyleAravantinos, S., Lavidas, K., Voulgari, I., Papadakis, S., Karalis, T., & Komis, V. (2024). Educational Approaches with AΙ in Primary School Settings: A Systematic Review of the Literature Available in Scopus. Education Sciences, 14(7), 744. https://doi.org/10.3390/educsci14070744