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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Unplugged vs. Plugged Classification Activities in Lower Secondary AI Education</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Stephan Keller</string-name>
        </contrib>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <abstract>
        <p>Artificial Intelligence (AI) literacy is emerging as a key competency for young learners, yet many AI concepts remain dificult to teach in lower secondary classrooms. In particular, classification-how AI systems label new data based on features-is a foundational but underrepresented topic. This paper presents a study design comparing two pedagogical approaches for teaching classification to 10-14-year-old students in Austria's digital literacy curriculum. One group uses an unplugged decision-tree game (AI Unplugged), while the other uses a plugged digital tool (Teachable Machine). We outline research questions, study methodology, assessment strategy (AI Concept Inventory), and anticipated challenges. We further integrate findings from computing education literature comparing unplugged and plugged instruction. Our goal is to evaluate how modality influences conceptual understanding, engagement, and misconceptions, providing insights for future AI literacy interventions.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;AI education</kwd>
        <kwd>AI literacy</kwd>
        <kwd>unplugged activities</kwd>
        <kwd>Teachable Machine</kwd>
        <kwd>classification</kwd>
        <kwd>secondary school</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>2nd Workshop on Education for Artificial Intelligence (edu4AI 2025, https:// edu4ai.di.unito.it/ ), Co-located with ECAI 2025, the
28th European Conference on Artificial Intelligence which will take place on October 26, 2025 in Bologna, Italy
* Corresponding author.</p>
      <p>© 2025 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>
        Research on AI literacy has expanded rapidly in recent years [
        <xref ref-type="bibr" rid="ref1 ref2 ref3">1, 2, 3</xref>
        ]. Initiatives such as AI4K12 provide
guidelines for what all students should know about AI, underlining the inclusion of core concepts
like classification and ethical awareness in K–12 education. Research on computing education shows
that both unplugged and plugged approaches can efectively teach computational thinking (CT) and
programming.
      </p>
      <sec id="sec-2-1">
        <title>2.1. Unplugged Methods</title>
        <p>
          Unplugged activities—like sorting games, kinesthetic simulations, and logic puzzles—can make abstract
computing concepts accessible, especially for young or novice learners. Brackmann et al. [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] showed
that unplugged CT activities improved 10–12-year-olds’ understanding significantly. Delal and Öner [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]
reported similar gains with sixth graders.
        </p>
        <p>
          Meta-analyses confirm that unplugged methods play a positive role in K–12 CT development [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
Such activities reduce cognitive load, support inclusive access, and promote collaborative learning.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Plugged Methods</title>
        <p>
          Plugged tools—such as Scratch, programmable robots, and ML platforms—ofer interactivity, immediate
feedback, and data-rich environments. Sigayret et al. [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] found that primary students using Scratch
outperformed unplugged peers in CT assessments. Similarly, Zhang et al. [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] observed stronger learning
and executive function development in preschoolers using robot programming.
        </p>
        <p>
          Block-based tools like Machine Learning for Kids, Teachable Machine, and open online platforms
have lowered the barrier for engaging with real AI models in schools [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. However, such tools often
hide algorithmic mechanisms, potentially weakening conceptual depth without structured reflection.
        </p>
        <p>
          Teachable machine [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] provided by Google is a learning environment with focus on machine learning
classification. Based on this idea the GenAI Teachable Machine [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] was developed, at the University of
Eastern Finland, using the design science research methodology, where learners can "easily navigate
the complete ML workflow—from data collection to app deployment—without any programming skills".
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Comparative Studies</title>
        <p>
          Open-source resources such as AI Unplugged [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] ofer high-quality unplugged activities for
foundational AI concepts. Empirical studies suggest that blending unplugged and digital modalities can
foster more equitable access and conceptual understanding [
          <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
          ]. Studies comparing modalities show
mixed results. While plugged methods often yield higher performance [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], unplugged methods may
better support foundational understanding in early stages [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. Hybrid models—starting unplugged and
transitioning to plugged—may ofer the most balanced pathway [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Study Design</title>
      <sec id="sec-3-1">
        <title>3.1. Participants and Context</title>
        <p>The study will involve two classes ( ≈ 20 each) of 10–14-year-old students in Austrian Digitale
Grundbildung courses. One class will use the unplugged method; the other the plugged method (as
shown in Figure 2). Both lessons are 45 minutes long.</p>
        <sec id="sec-3-1-1">
          <title>Pre-test</title>
        </sec>
        <sec id="sec-3-1-2">
          <title>Plugged</title>
        </sec>
        <sec id="sec-3-1-3">
          <title>Pre-test</title>
        </sec>
        <sec id="sec-3-1-4">
          <title>Setup</title>
        </sec>
        <sec id="sec-3-1-5">
          <title>Cards</title>
        </sec>
        <sec id="sec-3-1-6">
          <title>Launch</title>
        </sec>
        <sec id="sec-3-1-7">
          <title>Teachable</title>
        </sec>
        <sec id="sec-3-1-8">
          <title>Machine</title>
        </sec>
        <sec id="sec-3-1-9">
          <title>Play</title>
        </sec>
        <sec id="sec-3-1-10">
          <title>Decision-Tree</title>
        </sec>
        <sec id="sec-3-1-11">
          <title>Game</title>
        </sec>
        <sec id="sec-3-1-12">
          <title>Collect</title>
          <p>&amp; Label</p>
        </sec>
        <sec id="sec-3-1-13">
          <title>Images</title>
        </sec>
        <sec id="sec-3-1-14">
          <title>Debrief</title>
        </sec>
        <sec id="sec-3-1-15">
          <title>Concept</title>
        </sec>
        <sec id="sec-3-1-16">
          <title>Train</title>
          <p>&amp; Test</p>
        </sec>
        <sec id="sec-3-1-17">
          <title>Model</title>
        </sec>
        <sec id="sec-3-1-18">
          <title>Post-test</title>
        </sec>
        <sec id="sec-3-1-19">
          <title>Post-test</title>
          <p>(a) First example of a play card from the
aiunplugged classification game
(b) Second example with diferent
characteristics</p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Intervention Overview</title>
        <p>Unplugged: A paper-based decision-tree classification game from https://www.aiunplugged.org/.
Students collaboratively build and use a decision tree to classify image cards (as shown in Figure 3 )
based on observable features to tell if the monkey bites or doesn’t bite.</p>
        <p>Plugged: The GenAI Teachable Machine activity at https://tm.gen-ai.fi/, where students train a
binary image classifier using uploaded (adapted) variations of the aiunplugged image cards. The GenAI
teachable machine was chosen to ensure GDPR compliance. A worksheet guides them through data
collection, labeling, training, and testing.</p>
        <p>1. Pre-test: 6 AI-CI items focused on classification.
2. Lesson: Method A (unplugged) or B (plugged).
3. Post-test: 6 parallel AI-CI items.
4. Survey: Likert-scale questions on confidence, enjoyment, and perceived dificulty.</p>
        <p>5. Observation: Teacher logs of engagement, technical issues, and timing.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Assessment Design</title>
        <p>
          We use the AI Concept Inventory (AI-CI) [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] to measure students’ conceptual understanding of
classification. The AI-CI consists of multiple-choice items that probe key aspects of how AI systems represent
features, make branching decisions, and assign labels. To avoid simple memorization efects, we select
three items for the pre-test and three parallel items for the post-test, focusing on decision-tree
classification. One such example can be seen in Figure 5 with the prompt “Computers make use of decision
trees to classify data. Below is a decision tree. Imagine you categorize a blueberry using this tree. In which
category will it end up?”.
        </p>
        <p>In addition to the AI-CI multiple choice items, we include:
• Transfer Task: A set of novel fruit or object examples that students classify using the same
decision logic they learned, administered as a short worksheet.
• Open-Response Question: “How does the AI know which label to choose for a new item?” This
invites students to describe in their own words how data features and decision rules result in
classification.
• Misconception Probe: “Which of these statements about decision-tree classification is incorrect?
Explain why.” This item surfaces common misunderstandings such as treating AI decisions as
guesses or attributing human-like reasoning to the system.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Challenges and Potential Disruptive Factors</title>
      <p>When comparing methods, several confounding variables must be controlled or at least monitored:
1. Teacher/Instructor Diferences: If diferent teachers conduct each method, their familiarity
with AI and teaching style could afect results. Ideally, the same instructor (or equally trained
instructors) should teach both methods. Provide training or detailed guides to ensure consistent
delivery.
2. Student Prior Knowledge and Interest: Students may vary in their familiarity or attitudes
toward AI or computers. Random assignment to conditions helps, and pre-testing for baseline
knowledge can control for these diferences.</p>
      <p>No
Is it round?</p>
      <p>Yes</p>
      <p>Is it small?
No</p>
      <p>Yes</p>
      <p>No</p>
      <p>Yes
Banana</p>
      <p>Orange</p>
      <p>Apple</p>
      <p>Cherries
3. Group vs. Individual Work: Whether an activity is completed in teams or individually can
change engagement and learning outcomes. Group structure should be kept consistent across
conditions.
4. Time and Resources: Ensure each method receives the same amount of instruction and practice
time. If technology is required for one method, technical issues (e.g., internet outages, slow
devices) are a risk. Pilot-testing can help identify such practical issues.
5. Novelty and Engagement: A brand-new game or flashy software may temporarily increase
engagement (novelty efect). Observers should note if one method appears more exciting solely
due to its novelty or diference.
6. Assessment Interaction: The act of assessment (tests or quizzes) should not favor one method.</p>
      <p>For example, if a test is administered on computers, students from the unplugged condition might
be disadvantaged simply due to format familiarity. A balanced assessment design is essential.</p>
      <p>Documenting these factors (e.g., through teacher logs, technical checklists, and possibly
questionnaires about student experience) will help interpret any observed diferences between methods.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Outlook and Next Steps</title>
      <p>The comparative study will be piloted in Winter Semester 2025. Based on outcomes, we will refine
materials, assessment tools, and teacher support. A larger-scale rollout with additional classrooms is
planned for 2026.</p>
      <p>Our goal is to build an evidence base on modality efects in AI literacy and to co-develop
curriculumaligned resources for Austrian educators.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>This research was done as part of the "FutureDEAL - Future of Digital Education and Learning" initiative
within the doctoral program "Bildungsinnovation braucht Bildungsforschung", which is supported and
partially funded by the Austrian Federal Ministry of Education, Science, and Research.</p>
    </sec>
    <sec id="sec-7">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the author(s) used Chat-GPT-4 and Perplexity.ai in order to:
Draft content, Generate Latex Code, Paraphrase, Improve writing style and Plagiarism detection. After
using these tool(s)/service(s), the author(s) reviewed and edited the content as needed and take(s) full
responsibility for the publication’s content.</p>
    </sec>
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