Overview:  Whether you are a researcher or a teacher, it can be helpful to know what knowledge and perspectives the youth have coming in (e.g., to measure learning gains after an activity for research, or so that you can tailor your curriculum to fit the specific learners' needs at hand for teaching). But a lot of these types of 'pre-tests' (to gauge prior knowledge) are intimidating, as youth are asked to answer confusing questions about AI before they have even learned about it. Discouraging learners before they've even started is especially problematic for those from marginalized backgrounds, who may already not be sure that they belong in a computing education environment. Developed with scientifically validated ways of engaging youth, below there three example activities to gauge knowledge in more culturally responsive, asset-based ways (i.e., ways that build on their own life experiences), which do not feel like an intimidating quiz or exam.

Audience: Middle school-aged youth, upper elementary

Notes:

Drawing and crafting as a way to engage youth in reflecting about AI

Youth tell stories about AI, lending insight about their perspectives and understandings of AI

AI Stories — a crafty comic-boarding story activity for youth to consider and define what good and not-so-good AI looks like (last image can be printed out as the template for youth to write and draw on; thematic analysis will help with rigorous interpretation):

AI Stories Activity.pdf

Is this AI?  — A fast-pace group guessing game where learners guess if the image shown on the slide is AI (supports understanding of learners' mental models of AI; stopping to discuss afterward how learners made their guesses can further yield insight):

Is_this_AI_Guessing_Game.pdf

The Knowledge Tree — engage youth in reflecting about AI through crafting (thematic analysis will support interpretation):

Knowledge Tree.pdf