The computer can learn too!

Technology and computational thinking

Área

Computación

Edad

10 a 12 años

Duración

60 min.

Cantidad

30 a 35 niñas

DE QUÉ SE TRATA

Enseñar a una computadora a reconocer objetos.

En esta actividad, las niñas usan KinderNet, una aplicación interactiva que permite sacar fotos de distintos objetos para entrenar una inteligencia artificial. A través de imágenes y pruebas, descubren cómo una computadora puede aprender a reconocer objetos a partir de ejemplos, igual que en un proceso de entrenamiento. También exploran qué pasa cuando la IA se equivoca y cómo mejorar ese aprendizaje agregando más datos o más neuronas.

¿Qué vamos a hacer?

  • Sacar fotos de distintos objetos.
  • Entrenar una inteligencia artificial.
  • Probar si la compu reconoce bien.
  • Corregir errores y volver a entrenar.
  • Descubrir cómo aprende una IA.

¿Qué se aprende?

  • Qué es la inteligencia artificial.
  • Cómo aprende una red neuronal.
  • La importancia de entrenar con buenos datos.
  • Que una compu aprende con ejemplos.
  • Que la IA también puede equivocarse.

Recursos

Información para las sedes:
Para descargar los materiales, las sedes deben iniciar sesión

¿Te interesa esta actividad?

Si querés implementar esta propuesta en tu institución educativa, escribinos para recibir asesoramiento y el material completo: fichas de trabajo, guía paso a paso y video tutorial.

¡También podés registrarte como sede y formar parte de esta red que crece cada año en toda Latinoamérica!

Equipo de trabajo

Georgina Stegmayer
Doctora en Ingeniería (Politecnico di Torino-IT). Profesora Adjunta en el Departamento de Informática de la Facultad de Ingeniería y Ciencias Hídricas de la Universidad Nacional del Litoral. Investigadora Principal de CONICET.

Pamela Llop
Doctora en Matemática (UNL). Profesora Asociada en el Departamento de Matemática de la Facultad de Ingeniería Química de la Universidad Nacional del Litoral. Investigadora Adjunta de CONICET.

 

Diego Milone
Bioingeniero (UNER) y Doctor por la Universidad de Granada. Es Profesor Titular de la UNL e Investigador Principal del CONICET. Fue Director del Departamento de Informática y Secretario de Ciencia y Técnica en la FICH-UNL. Fue fundador y primer Director del Instituto de Investigación en Señales, Sistemas e Inteligencia Computacional, sinc(i) (UNL-CONICET). 

Leandro Bugnon

What are we watching today? Netflix already decided

Technology and computational thinking

Area

Mathematics / Statistics

Age

10 to 12 years

Duration

60 min.

Participants

30 to 35 girls

WHAT IT IS ABOUT

A playful activity to explore how recommendation systems work based on data.

In this workshop we explore how Netflix recommends a movie or series to us. Through a game with cards, the participants organize information, detect patterns in the data we generate as users and build their own recommendation system. Then they compete with the real Netflix algorithm and, in the end, use it to predict whether they will like titles they have not yet seen.

What are we going to do?

  • Rate movies or series according to their preferences
  • Compare their choices with those of other classmates
  • Organize the information in data tables
  • Detect patterns in the group’s choices
  • Simulate a recommendation system
    Test their results against other groups

What is learned?

  • How recommendation algorithms work
  • Use of data to make decisions
  • Identification of patterns and relationships
  • Construction and reading of tables
  • Critical thinking about digital platforms

Resources

Information for host sites:
To download the materials, host sites must log in

Are you interested in this activity?

If you want to implement this proposal in your educational institution, write to us to receive guidance and the complete material: worksheets, step-by-step guide and video tutorial.

You can also register as a host site and be part of this network that grows every year throughout Latin America!

Work team

extraPola FIQ-UNL

Department of Mathematics. Faculty of Chemical Engineering.
Universidad Nacional del Litoral. Santa Fe, Argentina.

Itatí Zocola
Bachelor in Applied Mathematics. Doctoral fellow in Mathematics at CONICET. Teacher at the Department of Mathematics (FIQ-UNL). She researches stabilized methods for dominant advection problems. Part of extraPola, she takes part in mathematics outreach and extension projects with a gender perspective.

Pablo Quijano

Marcelo Actis
PhD in Mathematics (UNL). Assistant Professor at the Department of Mathematics of the Faculty of Chemical Engineering at UNL. Assistant Researcher at CONICET.

Ana de Orellana

Brenda Rivera
Bachelor in Visual Communication Design (FADU-UNL). Student at the 42 Madrid school, Fundación Telefónica. Part of extraPola, a mathematics outreach collective (FIQ-UNL). Passionate about the intersection between technology, design and scientific communication.

Andrea Bergesio
PhD from UBA, Mathematical Sciences area. Assistant Professor at the Department of Mathematics of the Faculty of Chemical Engineering at UNL.

Arturito and the road to the Millennium Falcon

Technology and computational thinking

Area

Computing

Age

10 to 12 years

Duration

60 min.

Participants

30 to 35 girls

WHAT IT IS ABOUT

To program is to give clear instructions to solve a challenge step by step.

In this activity, the girls solve three challenges to help Arturito reach the Millennium Falcon. Through different routes and directions, they will have to follow and create sequences of instructions to fulfill a specific objective. In this way, they discover how computational thinking works and understand that, to solve a problem, it is necessary to organize clear, precise and orderly steps.

What are we going to do?

  • Solve challenges to help Arturito.
  • Follow routes with given instructions.
  • Create new paths step by step.
  • Work as a team to test solutions.
  • Understand how a computer thinks.

What is learned?

  • What an algorithm is.
  • How to order steps logically.
  • The importance of giving clear instructions.
  • How to solve problems step by step.

Resources

Information for host sites:
To download the materials, host sites must log in

Are you interested in this activity?

If you want to implement this proposal in your educational institution, write to us to receive guidance and the complete material: worksheets, step-by-step guide and video tutorial.

You can also register as a host site and be part of this network that grows every year throughout Latin America!

Work team

M. Soledad Fernández
PhD in Biological Sciences (UBA). Assistant Professor at the Institute of Calculation of the Faculty of Exact and Natural Sciences (UBA). Assistant Researcher at CONICET.

Pablo Turjanski
PhD in Computer Science (UBA). Assistant Professor at the Department of Computer Science of the Faculty of Exact and Natural Sciences (UBA). Assistant Researcher at CONICET.

This activity is an adaptation of the proposal by Bordignon, F. and Iglesias, A. (2020) titled Introduction to Computational Thinking, published by Educar and UNIPE. It corresponds to Task 1: “Which way does it go?”, pages 55 to 57.
Reading the original activity is recommended for a deeper understanding of the didactic approach.

Aeronautical engineers for a day

Technology and computational thinking

Area

Statistics

Age

10 to 12 years

Duration

60 min.

Participants

30 to 35 girls

WHAT IT IS ABOUT

Design and test airplanes like an aeronautical engineer.

In this activity, the girls explore how aeronautical engineers work through the design and testing of paper airplanes. From observation, comparison and data recording, they discover which characteristics influence flight and how small changes can modify the results. In this way, they learn to analyze information and make decisions based on evidence.

What are we going to do?

  • Build paper airplanes.
  • Test different flight designs.
  • Measure distances and results.
  • Compare which airplanes fly better.
  • Record data and draw conclusions.

What is learned?

  • How an aeronautical engineer works.
  • The importance of observing and measuring.
  • How to compare results with data.
  • That small changes modify the flight.
  • How to make decisions with evidence.

Resources

Information for host sites:
To download the materials, host sites must log in

Are you interested in this activity?

If you want to implement this proposal in your educational institution, write to us to receive guidance and the complete material: worksheets, step-by-step guide and video tutorial.

You can also register as a host site and be part of this network that grows every year throughout Latin America!

Work team

Mariela Sued
PhD in Mathematics from the National Institute of Pure and Applied Mathematics (Brazil). Associate Professor at the Faculty of Exact and Natural Sciences (UBA) and Associate Professor at Universidad de San Andrés. Independent Researcher at CONICET.

Constanza Sánchez de la Vega
Guillermo Solovey.

Sending photos without WhatsApp

Technology and computational thinking

Area

Mathematics

Age

10 to 12 years

Duration

60 min.

Participants

30 to 35 girls

WHAT IT IS ABOUT

Discover how an image travels using zeros and ones.

In this activity, the girls explore how it is possible to send photos from one place to another through a mobile phone. Starting from the game Guess Who?, they discover strategies to ask better questions and reduce options more efficiently. Then, they relate that process to the digital transmission of images, understanding how a photo can be transformed into binary information that a computer can interpret.

What are we going to do?

  • Play Guess Who?
  • Create yes or no questions.
  • Look for strategies to win better.
  • Discover what a bit is.
  • Understand how images are sent.

What is learned?

  • What a winning strategy is.
  • How to ask better questions.
  • What the binary system is.
  • How an image is converted into data.
  • How photos travel digitally.

Resources

Information for host sites:
To download the materials, host sites must log in

Are you interested in this activity?

If you want to implement this proposal in your educational institution, write to us to receive guidance and the complete material: worksheets, step-by-step guide and video tutorial.

You can also register as a host site and be part of this network that grows every year throughout Latin America!

Work team

extraPola FIQ-UNL

Department of Mathematics. Faculty of Chemical Engineering.
Universidad Nacional del Litoral. Santa Fe, Argentina.

Marcelo Actis
PhD in Mathematics (UNL). Assistant Professor at the Department of Mathematics of the Faculty of Chemical Engineering at UNL. Assistant Researcher at CONICET.

Andrea Bergesio
PhD from UBA, Mathematical Sciences area. Assistant Professor at the Department of Mathematics of the Faculty of Chemical Engineering at UNL.

Tomás Gerbazoni

María José Llop
Bachelor in Mathematics (UNL). Teaching assistant at the Department of Mathematics of the Faculty of Chemical Engineering at Universidad Nacional del Litoral. Doctoral fellow at CONICET.

Mariel Lovatto
Master in Statistics (UNR). Teaching assistant at the Department of Mathematics of the Faculty of Chemical Engineering at Universidad Nacional del Litoral. Doctoral fellow at CONICET.

Pablo Quijano
Mara Pérez

Brenda Rivera
Bachelor in Visual Communication Design (FADU-UNL). Student at the 42 Madrid school, Fundación Telefónica. Part of extraPola, a mathematics outreach collective (FIQ-UNL). Passionate about the intersection between technology, design and scientific communication.

Agustín Riveros
Student of the Bachelor’s degrees in Applied Mathematics and Data Science. Part of ExtraPola, with whom he seeks to communicate mathematical concepts to the general public in a creative way.

Uma Tedesco
Teo Valencia

Itatí Zocola
Bachelor in Applied Mathematics. Doctoral fellow in Mathematics at CONICET. Teacher at the Department of Mathematics (FIQ-UNL). She researches stabilized methods for dominant advection problems. Part of extraPola, she takes part in mathematics outreach and extension projects with a gender perspective.

Drawing without drawing

Technology and computational thinking

Area

Mathematics

Age

10 to 12 years

Duration

60 min.

Participants

30 to 35 girls

WHAT IT IS ABOUT

Create drawings with clear and precise instructions.

In this activity, the girls work in teams to reproduce a drawing without seeing it directly. One group receives the original image and must write the instructions so that another team can draw it following only those directions. Through this game, they discover how an algorithm works and how a computer needs orderly, clear and precise steps to carry out a task correctly.

What are we going to do?

  • Work in teams.
  • Write instructions for a drawing.
  • Follow rules and orderly steps.
  • Reproduce images without seeing them.
  • Test how a computer thinks.

What is learned?

  • What an algorithm is.
  • How to give clear instructions.
  • The importance of order in the steps.
  • That every program has a beginning and an end.
  • How a computer program works.

Resources

Information for host sites:
To download the materials, host sites must log in

Are you interested in this activity?

If you want to implement this proposal in your educational institution, write to us to receive guidance and the complete material: worksheets, step-by-step guide and video tutorial.

You can also register as a host site and be part of this network that grows every year throughout Latin America!

Equipo de trabajo

M. Soledad Fernández.
PhD in Biological Sciences (UBA). Assistant Professor at the Institute of Calculation of the Faculty of Exact and Natural Sciences (UBA). Assistant Researcher at CONICET.

Pablo Turjanski.
PhD in Computer Science (UBA). Assistant Professor at the Department of Computer Science of the Faculty of Exact and Natural Sciences (UBA). Assistant Researcher at CONICET.

Activity adapted for primary level from another already developed in the course “Programming and its didactics”, at FCEyN-UBA. Faculty of Exact and Natural Sciences, University of Buenos Aires.