CyberSecurity Awareness Training at Partnership Middle School, Mississippi State University
My research aims to enhance computer science and artificial intelligence knowledge among underserved students using unplugged methods, such as affordable and accessible board games and playing cards. By making AI education more interesting and accessible, students not only acquire technical skills but also develop essential abilities such as problem-solving, critical thinking, and creativity. These skills will help them succeed in a world where technology plays an increasingly significant role.
As technology advances, computer science (CS) and artificial intelligence (AI) are becoming integral parts of our daily lives. However, not all students, especially middle schoolers, have the same opportunity to learn about these critical subjects. Many find it challenging to grasp CS and AI concepts because they are often taught through complicated textbooks and screen-based lessons, which can be boring and disconnected from real-life applications. This research explores a novel approach to teaching AI, making learning more engaging and hands-on. Instead of only reading about algorithms, students can experience them through games and interactive activities. For example, they can learn about search algorithms by finding a book in a messy library or understand sorting algorithms by organizing a deck of cards with their classmates. These activities turn abstract ideas into real-world challenges that are easy to understand and solve.
This research project aims to explore interactive teaching methods for introducing foundational concepts of computer science (CS) and artificial intelligence (AI) to middle school students. Traditional teaching methods often rely on abstract theories and rote memorization, which can disengage students. These conventional approaches fail to connect complex concepts with real-world applications, leaving students unprepared for a future shaped by AI. This research proposes a paradigm shift by utilizing tangible learning tools, such as board games and playing cards, to facilitate AI education. This approach transforms abstract concepts into concrete, interactive experiences by gamifying essential algorithms. The study examines how these tangible learning tools can enhance student engagement and improve understanding of AI and CS concepts, while also helping teachers engage students in the middle school classroom. This hands-on approach makes learning interactive and engaging, allowing students to visualize abstract concepts more concretely.
Celebrating after my successful defense with my advisor Dr. Cindy Bethel and my committee members (clockwise from top right): Dr. Sharam Rahimi, Dr. T.J. Jankun-Kelly, and Dr. Jianzhong Xu
Given the rapid advancement of Computer Science (CS) and Artificial Intelligence (AI), introducing these disciplines early and effectively in education is essential. Many middle school students, however, struggle to understand these subjects when taught with traditional, abstract, and screen-based methods, which often fail to engage students or build deep conceptual understanding.
This study argues that tangible, hands-on learning tools and interactive activities make AI and CS concepts more accessible, concrete, and engaging for students. The findings show that, compared to traditional lectures, hands-on activities lead to substantially improved comprehension, retention, and enjoyment. While the sample size poses limitations, the evidence supports that interactive methods foster collaboration, critical thinking, and curiosity—skills essential for mastering AI and CS.
The results show that game-based, interactive learning approaches clarify technical AI concepts and promote responsible use of AI. Expanding these methods, along with teacher training and institutional support, can further enhance students’ understanding, critical thinking, and preparedness for emerging technologies.
This research highlights the importance of hands-on, interactive learning in AI and CS education, offering practical guidance for curriculum design and teacher preparation based on the proven benefits of these approaches.
While having computers in classrooms is beneficial, the initial cost of purchasing computers for students can be overwhelming. Budget laptops suitable for basic schoolwork can still cost educational institutions hundreds of dollars per student. For high-performance machines required in STEM programs or creative fields, prices can easily reach thousands of dollars. The beauty of unplugged methods lies in their scalability and accessibility. They require minimal resources and can be adapted to any learning environment, from classrooms with limited technology to community centers and even living rooms. This approach makes computer science education more inclusive and equitable, providing opportunities for students who might not otherwise have access to computers or traditional coding programs.
Students engaged in Sorting and K-means clustering algorithms
Mazes that students need to navigate with the A* algorithm
My research examines how tangible learning tools enhance student engagement and deepen understanding of AI and computer science concepts. By leveraging these hands-on tools, I enable middle school teachers to engage students more effectively. This interactive approach helps concretely visualize abstract ideas, making learning accessible and stimulating. The key contributions of my work include: (1) designing and evaluating tangible tools that illustrate foundational AI and computer science concepts; (2) developing classroom strategies that support teachers in integrating these tools; and (3) demonstrating measurable improvements in student engagement and comprehension through empirical studies.
Emphasis on Active Teacher Engagement: I highlight the crucial role of teachers in maximizing the effectiveness of tangible learning. Rather than simply explaining rules, I encourage teachers to actively facilitate dynamic learning by helping students connect game mechanics to real-world applications of AI and computer science. My lesson plans for middle schoolers use everyday objects to make education engaging and accessible.
Incorporation of Tangible Objects: I use physical objects as concrete representations of abstract concepts. This hands-on strategy makes complex ideas more approachable for middle school students, accommodating diverse learning styles and encouraging exploration and deeper comprehension. Manipulating objects helps students grasp AI principles intuitively, fostering lasting understanding and retention. This approach also promotes collaboration and communication, creating a dynamic learning environment.
Shift from Passive to Active Learning in Middle School: I help students move from passive to active, hands-on experiences. This deepens understanding and retention. I also empower teachers to create meaningful learning for middle school students.